Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Items Vault 1.4.8Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Mindslayer |
| Level / Exp | 16 / 74% |
| Size | small |
| Lifes / Deaths | Killed by patchwork troll at level 16 on the 15th Dusk 122nd year of Ascendancy at 13:49 / 1 |
Primary Stats
| Strength | 20 (base 14) |
| Dexterity | 15 (base 10) |
| Constitution | 32 (base 33) |
| Magic | 10 (base 10) |
| Willpower | 44 (base 21) |
| Cunning | 37 (base 29) |
Resources
| Life | -13/317 |
| Psi | 3/83 |
| Equilibrium | 18 |
| Healing Factor | 1.5 |
| Regeneration | 55.815 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.7836465099% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 17 |
| Accuracy | 26 |
| Crit Chance | 11% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 27 |
| Accuracy | 26 |
| Crit Chance | 12% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 28 (30%) |
| Defense | 10 |
| Ranged Defense | 14 |
| Fatigue | 13 |
| Physical Save | 18 |
| Spell Save | 31 |
| Mental Save | 37 |
Defense: Resistances
| All | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Silence Resistance | 17% |
| Confusion Resistance | 52% |
| Stun Resistance | 25% |
| Pinning Resistance | 20% |
| Poison Resistance | 20% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 180 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 126 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Thermal mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Focus | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Projection | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Kinetic Shield |
| talent | Augmentation |
| talent | Thermal Aura |
| talent | Skate |
| talent | Thermal Shield |
| talent | Psiblades |
| talent | Beyond the Flesh |
| talent | Kinetic Aura |
| beneficial effect | The target is recovering 10 life each turn. Recovery |
| beneficial effect | A flow of life spins around the target, regenerating 35.96 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| Psionic focus | [vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 2)] steel greatmaul of massacre (37.5-56.25 power, 2 apr)steel greatmaul of massacre (37.5-56.25 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 37.5 - 56.3(+35.0 - +53.5) Uses stat: 88% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-14) Physical crit. chance: +1.0% (-1.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-6%) lightning / +0%(-5%) fire / +0%(-6%) cold Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Massive two-handed mauls. Tap to cycle through comparison choices |
| On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)] Sludgegrip (0 def, 0 armour)Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +5%(-) nature Talent masteries: +0.20(-) Wild-gift / Slime Poison immunity: +20% (-) Mindpower: +2 (+0 eff.) (-) These gloves are coated with a thick, green liquid. |
| Light source | [vs. dreamer's brass lantern (Light source)] dreamer's brass lanterndreamer's brass lantern Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+3 eff.) (-) Mindpower: +4 (+1 eff.) (-) Mental crit. chance: +5% (-) 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 | [vs. insulating iron helm of dexterity (+2) (0 def, 3 armour) (On head)] insulating iron helm of dexterity (+2) (0 def, 3 armour)insulating iron helm of dexterity (+2) (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +2(-) Dex Changes resistances: +5%(-) cold / +5%(-) fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | [vs. insulating pair of iron boots (0 def, 3 armour) (On feet)] insulating pair of iron boots (0 def, 3 armour)insulating pair of iron boots (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Changes resistances: +6%(-) cold / +6%(-) fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | [vs. Eye of the Dreaming One (Tool)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5(-) Wil Mental save: +10 (+5 eff.) (-) Mindpower: +5 (+1 eff.) (-) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 20/25) : Effective talent level: 3.0 Power cost: 20 out of 20/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | [vs. warrior's copper ring (On fingers, 1 of 2)] warrior's copper ringwarrior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 (-) Changes stats: +3(-) Str Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. warrior's copper ring (On fingers, 1 of 2)] copper ring of tenacitycopper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +0 (-6) Changes stats: +0(-3) Str Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +20.00 Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. Withering Orbs (Around neck)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5(-) mind Damage (Ranged): 5(-) mind Mindpower: +5 (+1 eff.) (-) See stealth: +10 (-) See invisible: +10 (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | [vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 3)] projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage)projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. Base power: 2.5 - 2.8 Uses stats: 45% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +16 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +6%(-) lightning / +5%(-) fire / +6%(-) cold Talent masteries: +0.10(-) Psionic / Focus +0.10(-) Psionic / Projection Mindpower: +3 (+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. Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
| In off hand | [vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 3)] gifted thorny mindstar of the jelly (8-8.8 power, 31 apr, nature damage)gifted thorny mindstar of the jelly (8-8.8 power, 31 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8(+5.5 - +6.1) Uses stats: 59% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +31 (+16) Physical crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +3% acid / +0%(-5%) fire / +0%(-6%) cold / +0%(-6%) lightning Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Equilibrium when hit: +0.70 Mindpower: +13 (+5 eff.) (+10 (+4 eff.)) Mental crit. chance: +3% (+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. Tap to cycle through comparison choices |
| Cloak | [vs. thick linen cloak of protection (1 def, 5 armour) (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: +7 (+3 eff.) (-) Mental save: +6 (+3 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Nature's Blessing (8 def, 6 armour) (Main armor)] Nature's Blessing (8 def, 6 armour)Nature's Blessing (8 def, 6 armour) Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +8 (+8 eff.) (-) Ranged Defense: +4 (+4 eff.) (-) Fatigue: +8% (-) Changes stats: +4(-) Con / +3(-) Wil Changes resistances: +20%(-) nature / +25%(-) arcane Talent masteries: +0.20(-) Wild-gift / Antimagic Spell save: +18 (+9 eff.) (-) Stun/Freeze immunity: +25% (-) Life regen: +1.00 (-) Healing mod.: +20% (-) Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Inventory
This item will automatically be transmogrified when you leave the level. sun infusion of the duelist (rad 5; power 29; turns 4; dispells darkness)sun infusion of the duelist (rad 5; power 29; turns 4; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 14). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 29) for 4 turns. Its effects scale with your Dexterity 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. insidious poison infusion (14 nature damage, 29% healing reduction)insidious poison infusion (14 nature damage, 29% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 28 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 14.25 nature damage per turn for 7 turns, and reducing the target's healing received by 29%. The sudden stream of natural forces also strips you of one random detrimental magical 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. insidious poison infusion of the titan (28 nature damage, 23% healing reduction)insidious poison infusion of the titan (28 nature damage, 23% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 27.75 nature damage per turn for 7 turns, and reducing the target's healing received by 23%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. shielding rune of the titan (absorb 328 for 4 turns)shielding rune of the titan (absorb 328 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 328 damage for 4 turns. Its effects scale with your Constitution 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. |
Rune of Reflection (absorb and reflect 150 for 5 turns) Rune of Reflection (absorb and reflect 150 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 150 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
[vs. warrior's copper ring (On fingers, 1 of 2)] steel ringThis item will automatically be transmogrified when you leave the level. steel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +0 (-6) Changes stats: +0(-3) Str Rings can have magical properties. Tap to cycle through comparison choices |
[vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 2)] infernal yew starstaff (20-24 power, 4 apr, temporal element)This item will automatically be transmogrified when you leave the level. infernal yew starstaff (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(+17.5 - +21.3) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-12) Physical crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) When wielded/worn: Damage (Melee): 17 fire Changes damage: +0%(-6%) lightning / +20% temporal / +0%(-6%) cold / +0%(-5%) fire Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +13 (+6 eff.) Spell crit. chance: +3% Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) See invisible: +5 Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 2)] shimmering yew magestaff of illumination (20-24 power, 4 apr, fire element)This item will automatically be transmogrified when you leave the level. shimmering yew magestaff of illumination (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(+17.5 - +21.3) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-12) Physical crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) When wielded/worn: Defense: +7 (+7 eff.) Effects on melee hit: * 7% chance to blind Changes damage: +0%(-6%) lightning / +20%(+15%) fire / +0%(-6%) cold Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Talent granted: +1 Command Staff Mana each turn: +0.11 Maximum mana: +37.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Light radius: +2 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 35.64 light damage. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 2)] steel battleaxe of amnesia (22-33 power, 2 apr)This item will automatically be transmogrified when you leave the level. steel battleaxe of amnesia (22-33 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.0 - 33.0(+19.5 - +30.3) Uses stat: 88% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-14) Physical crit. chance: +5.0% (+2.5%) Attack speed: 100% (-) On weapon hit: + 25% chance to put talents on cooldown When wielded/worn: Changes damage: +0%(-6%) lightning / +0%(-5%) fire / +0%(-6%) cold Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 2)] dwarven-steel battleaxe of crippling (32-48 power, 2 apr)This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe of crippling (32-48 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. Base power: 32.0 - 48.0(+29.5 - +45.3) Uses stat: 88% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-14) Physical crit. chance: +6.5% (+4.0%) Attack speed: 100% (-) On weapon crit: + cripple the target When wielded/worn: Physical crit. chance: +9.0% Changes damage: +0%(-6%) lightning / +0%(-5%) fire / +0%(-6%) cold Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 2)] acidic iron greatmaul of massacre (29-43.5 power, 1 apr)This item will automatically be transmogrified when you leave the level. acidic iron greatmaul of massacre (29-43.5 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 29.0 - 43.5(+26.5 - +40.8) Uses stat: 88% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 (-15) Physical crit. chance: +0.5% (-2.0%) Attack speed: 100% (-) On weapon crit: + splashes the target with acid Damage (Melee): +9 acid When wielded/worn: Changes damage: +0%(-6%) lightning / +0%(-5%) fire / +0%(-6%) cold Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 2)] arcing steel greatmaul of the mystic (26-39 power, 2 apr)This item will automatically be transmogrified when you leave the level. arcing steel greatmaul of the mystic (26-39 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.0 - 39.0(+23.5 - +36.3) Uses stat: 88% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-14) Physical crit. chance: +1.0% (-1.5%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning When wielded/worn: Changes stats: +3 Wil / +3 Mag Changes damage: +0%(-6%) lightning / +0%(-5%) fire / +0%(-6%) cold Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Spellpower: +9 (+4 eff.) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 2)] steel greatmaul (27-40.5 power, 2 apr)This item will automatically be transmogrified when you leave the level. steel greatmaul (27-40.5 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5(+24.5 - +37.8) Uses stat: 88% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-14) Physical crit. chance: +1.0% (-1.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-6%) lightning / +0%(-5%) fire / +0%(-6%) cold Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 2)] iron greatsword of crippling (17-27.2 power, 1 apr)This item will automatically be transmogrified when you leave the level. iron greatsword of crippling (17-27.2 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. Base power: 17.0 - 27.2(+14.5 - +24.5) Uses stat: 88% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 (-15) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) On weapon crit: + cripple the target When wielded/worn: Physical crit. chance: +9.0% Changes damage: +0%(-6%) lightning / +0%(-5%) fire / +0%(-6%) cold Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Massive two-handed swords. Tap to cycle through comparison choices |
[vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 2)] balanced steel greatsword of erosion (25-40 power, 2 apr)This item will automatically be transmogrified when you leave the level. balanced steel greatsword of erosion (25-40 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0(+22.5 - +37.3) Uses stat: 88% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-14) Physical crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) Damage (Melee): +13 nature / +7 temporal When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +12 (+11 eff.) Changes damage: +0%(-6%) lightning / +0%(-5%) fire / +0%(-6%) cold Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Disarm immunity: +31% Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Massive two-handed swords. Tap to cycle through comparison choices |
[vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 2)] flaming steel mace of projection (13.5-18.9 power, 3 apr)This item will automatically be transmogrified when you leave the level. flaming steel mace of projection (13.5-18.9 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9(+11.0 - +16.1) Uses stat: 73% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 (-13) Physical crit. chance: +1.0% (-1.5%) Attack speed: 100% (-) Damage (Melee): +7 mind Burst (radius 1) on hit: +7 fire When wielded/worn: Changes damage: +0%(-6%) lightning / +0%(-5%) fire / +0%(-6%) cold Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Blunt and deadly. Tap to cycle through comparison choices |
[vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 2)] balanced dwarven-steel mace of dampening (28.5-39.9 power, 4 apr)This item will automatically be transmogrified when you leave the level. balanced dwarven-steel mace of dampening (28.5-39.9 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9(+26.0 - +37.1) Uses stat: 73% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 (-12) Physical crit. chance: +1.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +6 (+6 eff.) Changes resistances: +9% acid / +9% fire / +7% cold / +9% lightning Changes damage: +0%(-6%) lightning / +0%(-5%) fire / +0%(-6%) cold Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Spell save: +7 (+4 eff.) Disarm immunity: +32% Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Blunt and deadly. Tap to cycle through comparison choices |
[vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 2)] arcing dwarven-steel waraxe of daylight (18.5-25.9 power, 4 apr)This item will automatically be transmogrified when you leave the level. arcing dwarven-steel waraxe of daylight (18.5-25.9 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9(+16.0 - +23.1) Uses stat: 73% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (-12) Physical crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to arc to a second target Damage (Melee): +5 light / +11 lightning Damage against: +8% Undead When wielded/worn: Changes damage: +0%(-6%) lightning / +0%(-5%) fire / +0%(-6%) cold Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) One-handed war axes. Tap to cycle through comparison choices |
[vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 2)] balanced dwarven-steel waraxe of persecution (21-29.4 power, 4 apr)This item will automatically be transmogrified when you leave the level. balanced dwarven-steel waraxe of persecution (21-29.4 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4(+18.5 - +26.6) Uses stat: 73% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (-12) Physical crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) Damage against: +7% Unnatural When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +6 (+6 eff.) Changes stats: +1 Wil Changes damage: +0%(-6%) lightning / +0%(-5%) fire / +0%(-6%) cold Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Disarm immunity: +24% Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) One-handed war axes. Tap to cycle through comparison choices |
[vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 3)] Unerring Scalpel (15-19.5 power, 25 apr)This item will automatically be transmogrified when you leave the level. Unerring Scalpel (15-19.5 power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5(+12.5 - +16.8) Uses stats: 33% Wil, 40% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 (+9) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+10 eff.) Changes damage: +0%(-6%) lightning / +0%(-5%) fire / +0%(-6%) cold Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. Tap to cycle through comparison choices |
[vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 3)] iron dagger of dampening (10-13 power, 5 apr)This item will automatically be transmogrified when you leave the level. iron dagger of dampening (10-13 power, 5 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0(+7.5 - +10.3) Uses stats: 33% Wil, 33% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-11) Physical crit. chance: +4.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Changes resistances: +7% acid / +7% fire / +7% cold / +7% lightning Changes damage: +0%(-6%) lightning / +0%(-5%) fire / +0%(-6%) cold Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Spell save: +5 (+3 eff.) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 3)] warbringer's dwarven-steel dagger (15-19.5 power, 7 apr)This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel dagger (15-19.5 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5(+12.5 - +16.8) Uses stats: 33% Wil, 33% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 (-9) Physical crit. chance: +6.0% (+3.5%) Attack speed: 100% (-) When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +3 Con Changes resistances penetration: +6% physical Changes damage: +0%(-6%) lightning / +0%(-5%) fire / +0%(-6%) cold Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Disarm immunity: +11% Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 3)] mossy mindstar (2.5-2.75 power, 12 apr, mind damage)mossy mindstar (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-4) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-6%) lightning / +0%(-5%) fire / +0%(-6%) cold Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Mindpower: +2 (+1 eff.) (-1 (+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. Tap to cycle through comparison choices |
[vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 3)] manaburning vined mindstar of slime (5-5.5 power, 18 apr, mind damage)This item will automatically be transmogrified when you leave the level. manaburning vined mindstar of slime (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5(+2.5 - +2.8) Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+2) Physical crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) On weapon hit: * 14 arcane resource burn (+14) When wielded/worn: Effects when hit in melee: * Slows global speed by 3% Changes resistances: +4% arcane Changes damage: +0%(-6%) lightning / +0%(-5%) fire / +3% nature / +0%(-6%) cold Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Mindpower: +4 (+2 eff.) (+1 (+1 eff.)) Mental crit. chance: +2% (+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. Tap to cycle through comparison choices |
[vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 3)] vined mindstar (5-5.5 power, 18 apr, nature damage)This item will automatically be transmogrified when you leave the level. vined mindstar (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5(+2.5 - +2.8) Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+2) Physical crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-6%) lightning / +0%(-5%) fire / +0%(-6%) cold Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Mindpower: +4 (+2 eff.) (+1 (+1 eff.)) Mental crit. chance: +2% (+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. Tap to cycle through comparison choices |
[vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 2)] CorpsebowThis item will automatically be transmogrified when you leave the level. Corpsebow Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-16) Physical crit. chance: +0.0% (-2.5%) Attack speed: 125% (+25%) Firing range: +7 When wielded/worn: Effects on ranged hit: * 40% chance to disease Damage (Ranged): 20 blight Changes damage: +40% blight / +0%(-5%) fire / +0%(-6%) cold / +0%(-6%) lightning Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Disease immunity: +50% Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) It can be used to activate talent Cyst Burst (costing 10 power out of 20/20) : Effective talent level: 5.0 Power cost: 10 out of 20/20. Range: 8 Travel Speed: instantaneous Is: a spell Description: Make your target's diseases burst, doing 16.46 blight damage for each disease it is infected with. This will also spread any diseases to any nearby foes in a radius of 3. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. Tap to cycle through comparison choices |
[vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 2)] fungal ash longbow of acidThis item will automatically be transmogrified when you leave the level. fungal ash longbow of acid Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-16) Physical crit. chance: +0.0% (-2.5%) Attack speed: 125% (+25%) Firing range: +7 Damage (Ranged): +6 acid When wielded/worn: Changes stats: +2 Con Changes damage: +8% acid / +0%(-5%) fire / +0%(-6%) cold / +0%(-6%) lightning Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection +0.10 Wild-gift / Fungus Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) It can be used to regenerate 60 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
[vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 2)] mighty ash longbowThis item will automatically be transmogrified when you leave the level. mighty ash longbow Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-16) Physical crit. chance: +0.0% (-2.5%) Attack speed: 125% (+25%) Firing range: +7 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +2 Str Changes damage: +0%(-6%) lightning / +0%(-5%) fire / +0%(-6%) cold Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
[vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 2)] mighty yew longbow of powerThis item will automatically be transmogrified when you leave the level. mighty yew longbow of power Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-16) Physical crit. chance: +0.0% (-2.5%) Attack speed: 125% (+25%) Firing range: +8 When wielded/worn: Physical power: +8 (+4 eff.) Changes stats: +2 Str Changes resistances penetration: +8% physical Changes damage: +0%(-6%) lightning / +11% physical / +0%(-6%) cold / +0%(-5%) fire Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
[vs. projecting mossy mindstar (2.5-2.75 power, 16 apr, nature damage) (In main hand, 1 of 2)] mighty cured leather sling of powerThis item will automatically be transmogrified when you leave the level. mighty cured leather sling of power Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-16) Physical crit. chance: +0.0% (-2.5%) Attack speed: 125% (+25%) Firing range: +7 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +2 Str Changes resistances penetration: +10% physical Changes damage: +0%(-6%) lightning / +11% physical / +0%(-6%) cold / +0%(-5%) fire Talent masteries: +0.00(-0.10) Psionic / Focus +0.00(-0.10) Psionic / Projection Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level. arcing pouch of steel shots of paradox (16/16, 20.5-24.6 power, 2 apr)arcing pouch of steel shots of paradox (16/16, 20.5-24.6 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stat: 101% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 16 On weapon hit: * 5% chance to gain 10% of a turn * 25% chance for lightning to arc to a second target Damage (Ranged): +5 lightning / +5 temporal Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. barbed pouch of steel shots (15/15, 21-25.2 power, 2 apr)barbed pouch of steel shots (15/15, 21-25.2 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.0 - 25.2 Uses stat: 101% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 15 On weapon crit: * wounds the target Damage (Ranged): +6 bleed Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. blazing pouch of steel shots of accuracy (18/18, 20.5-24.6 power, 2 apr)blazing pouch of steel shots of accuracy (18/18, 20.5-24.6 power, 2 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stat: 101% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 18 Damage (Ranged): +10 fire Burst (radius 2) on crit: +6 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. high-capacity pouch of dwarven-steel shots of erosion (58/58, 29-34.8 power, 3 apr)high-capacity pouch of dwarven-steel shots of erosion (58/58, 29-34.8 power, 3 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 29.0 - 34.8 Uses stat: 101% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 58 Damage (Ranged): +5 nature / +5 temporal When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. |
[vs. Nature's Blessing (8 def, 6 armour) (Main armor)] rejuvenating rough leather armour of cold resistance (1 def, 2 armour)This item will automatically be transmogrified when you leave the level. rejuvenating rough leather armour of cold resistance (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 (-4) Defense: +1 (+1 eff.) (-7 (-7 eff.)) Ranged Defense: +0 (+0 eff.) (-4 (-4 eff.)) Fatigue: +6% (-2%) Changes stats: +0(-4) Con / +0(-3) Wil Changes resistances: +15% cold / +0%(-20%) nature / +0%(-25%) arcane Talent mastery: +0.00(-0.20) Wild-gift / Antimagic Spell save: +0 (+0 eff.) (-18 (-9 eff.)) Stun/Freeze immunity: +0% (-25%) Life regen: +2.00 (+1.00) Stamina each turn: +0.60 Healing mod.: +0% (-20%) A suit of armour made of leather. |
[vs. insulating pair of iron boots (0 def, 3 armour) (On feet)] insulating pair of hardened leather boots of uncanny dodging (4 def, 3 armour)This item will automatically be transmogrified when you leave the level. insulating pair of hardened leather boots of uncanny dodging (4 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Defense: +4 (+4 eff.) Ranged Defense: +5 (+5 eff.) Fatigue: +3% (+1%) Changes resistances: +5%(-1%) cold / +6%(-) fire A pair of boots made of leather. |
[vs. insulating pair of iron boots (0 def, 3 armour) (On feet)] miner's pair of iron boots (0 def, 8 armour)This item will automatically be transmogrified when you leave the level. miner's pair of iron boots (0 def, 8 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 (+5) Fatigue: +2% (-) Changes resistances: +0%(-6%) cold / +0%(-6%) fire Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. insulating pair of iron boots (0 def, 3 armour) (On feet)] miner's pair of iron boots of tirelessness (0 def, 8 armour)This item will automatically be transmogrified when you leave the level. miner's pair of iron boots of tirelessness (0 def, 8 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 (+5) Fatigue: +2% (-) Changes resistances: +0%(-6%) cold / +0%(-6%) fire Stamina each turn: +0.40 Maximum stamina: +10.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)] rough leather gloves of dexterity (+3) (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. rough leather gloves of dexterity (+3) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +1 Changes stats: +3 Dex / +0(-4) Cun / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Mindpower: +0 (+0 eff.) (-2 (+0 eff.)) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)] scouring rough leather gloves (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. scouring rough leather gloves (0 def, 1 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects when hit in melee: * 16% chance to reduce powers by 20% * 17 arcane resource burn Changes stats: +0(-4) Cun / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Spell save: +9 (+5 eff.) Poison immunity: +0% (-20%) Mindpower: +0 (+0 eff.) (-2 (+0 eff.)) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)] blighted dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)This item will automatically be transmogrified when you leave the level. blighted dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +9 (+4 eff.) Armour: +2 Damage (Melee): 9 blight Changes stats: +3 Str / +0(-4) Cun / +0(-4) Wil Changes resistances: +6% blight / +0%(-10%) nature Changes damage: +3% blight / +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Mindpower: +0 (+0 eff.) (-2 (+0 eff.)) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. insulating iron helm of dexterity (+2) (0 def, 3 armour) (On head)] iron helm of constitution (+3) (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. iron helm of constitution (+3) (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +0(-2) Dex / +3 Con Changes resistances: +0%(-5%) cold / +0%(-5%) fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. insulating iron helm of dexterity (+2) (0 def, 3 armour) (On head)] prismatic iron helm of strength (+2) (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. prismatic iron helm of strength (+2) (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +2 Str / +0(-2) Dex Changes resistances: +0%(-5%) cold / +0%(-5%) fire / +10% light / +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate 3 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. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 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. |
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. |
9 citrine 9 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. |
4 zircon 4 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. |
5 aquamarine 5 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. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
56 alchemist agate 56 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. |
[vs. Eye of the Dreaming One (Tool)] Isleth the iron pickaxe (dig speed 38 turns)Isleth the iron pickaxe (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 12 acid Changes stats: +1 Str / +0(-5) Wil Changes resistances: +10% nature Changes damage: +6% nature Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-5 (-1 eff.)) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Eye of the Dreaming One (Tool)] iron pickaxe (dig speed 38 turns)This item will automatically be transmogrified when you leave the level. iron pickaxe (dig speed 38 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +0(-5) Wil Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-5 (-1 eff.)) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. Eye of the Dreaming One (Tool)] supercharged dwarven-steel torque of mindblast [power 209] (9 cooldown)This item will automatically be transmogrified when you leave the level. supercharged dwarven-steel torque of mindblast [power 209] (9 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +0(-5) Wil Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-5 (-1 eff.)) It can be used to fire a blast of psionic energies in a range 8 beam dealing 104.50 to 209.00 mind damage, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Log
Urist receives 15 healing.
Patchwork troll rushes out!
Patchwork troll hits Urist for (25 to psi shield), 76 physical (76 total damage).
Patchwork troll's is no longer weakened.
Urist receives 15 healing.
Patchwork troll uses Blinding Speed.
Patchwork troll speeds up.
Thunderstorm hits Urist for 14 lightning damage.
Talent Brain Storm is ready to use.
Urist receives 15 healing.
Urist's Beyond the Flesh hits Patchwork troll for 19 physical, 5 mind, 8 physical, 20 fire (52 total damage).
Urist uses Infusion: Wild.
Urist lessens the pain.
Urist uses Warding Weapon.
Urist hits Patchwork troll for 14 nature, 5 mind, 8 physical, 20 fire, 19 nature, 5 mind, 8 physical, 20 fire (99 total damage).
Urist blocks Patchwork troll's attack and retaliates with her telekinetically wielded weapon!
Urist repels an attack from Patchwork troll.
Urist hits Patchwork troll for 20 physical, 5 mind, 8 physical, 20 fire (53 total damage).
Thunderstorm hits Urist for 15 lightning damage.
Talent Infusion: Regeneration is ready to use.
Urist receives 15 healing.
Urist's Beyond the Flesh hits Patchwork troll for 15 physical, 5 mind, 8 physical, 20 fire (48 total damage).
Urist uses Infusion: Regeneration.
Urist starts regenerating health quickly.
Saving game...
