
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Pulverize Again 1.6.4Restores Pulverizing Auger as an Arcane Combat option. Trapmaker Class 1.7.4Adds the Trapmaker class. 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. Quantum Slider 1.7.4Adds a new race: the Vorloth. Vorloths are not from Eyal, they are from planet Luxam. Adds a new Chronomancer subclass, the Quantum Slider. The class has a very unique way of gameplay: you should run & teleport as fast and as many times as you just can. Quantum Slider has only the Spellbinding (locked) tree from the original chronomancy trees. Their new, unique trees are: - starting unlocked class trees - Quantum Theory - for paradox management and unique mobility benefits (defense & utility) - locked higher (from lvl 10) class trees - Paradox Mysticism - overcharged by speed causes very dangerous electrical properties... cook your enemies while running fast! - starting unlocked generic trees - Prajna - extended senses and enlightenment (tracking, other vision effects, immunities & buff) Paths - contains 8 individual "MINI-PRODIGIES" (specializations) - locked generic trees - Quantum Fusion - enhance your spellcasting (damage enhancement, buffs & debuff) Quantum Sliders also have a Class Evolution, the: Táltos. The addon also contains new effects and new damage types for the class. The possible power level is higher than with a paradox mage. Slider is a very strong class if it's played in a simple way, but the more complex Thanks for playing and for the feedback! Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Elkan's Infinite Dungeon Tweaks 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Effective Talent Scaling 1.7.4Changes some talents that use raw levels for no apparent reason to use effective levels instead. Affected talents include: Sholtar - Cider's fork 1.5.5Adds the Sholtar as a playable Human subrace. Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. Sholtar are not quite as powerful as other humans, recieving -3 points to all stats and a life rating of 8. They are exceptionally thorough in their studying and gain an extra generic and class talent point every 6 levels. This thoroughness, unfortunately, also leads to a 50% experience penalty. Original by nsrr and keevan, forked and nerfed into oblivion by mannendake, with adjustments for insane since monsters sometimes have dozens of levels in a talent. Forked and unnerfed a bit by Ciderdown so it could be used in lower difficulties where the exp penalty hurts so much more. In exchange for a lower exp penalty, a confusion resist penalty has been added. Forked for my personal use. Credit for the work on this addon and modifications to it goes to those before me. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabited, or perhaps because of it, they were a people of great ingenuity and adaptability. Arcane Combat Tweaks 1.7.0Tweaks to the Arcane Command configuration dialog. Notable features:
Schematics of Ascendancy 1.7.4Allows schematic-only artifacts from EoR to be learned AoA or Infinite Dungeon. Each one is unlocked randomly by defeating bosses (not elite bosses) above level 20. Turn Tempo 1.7.0Adds a brief delay in between actors' turns whenever you are in combat and there are more than 2 actors visible, hopefully making large fights easier to follow. VFX are added to highlight actors as they move, and to highlight the player when it is their turn. This addon hard-overwrites the code for progressing the game's turns; as such, I cannot guarantee stability, nor compatibility with other addons that interact with how turns play out. Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ritual 1.7.4Allows for spending gold to increase attributes and unspent points. Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. True Full Respec Mastery Boost 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Sapper 1.7.4DescriptionThis addon adds the Sapper as a playable class. As it is a Tinker, it will require Embers of Rage DLC to work. Sappers use their knowledge of steam weaponry to build construct that will fight your foes and destroy the walls of their lair. They have 9 class trees, including 4 locked ones : - Trapping (locked) They have 6 generic trees : DisclaimerPlease report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread : http://forums.te4.org/viewtopic.php?f=50&t=50995 Creditshttp://game-icons.net/ for all the talent and effect icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.2.1 : 1.2.0 : 1.1.0 : 1.0.2 : 1.0.1 : 1.0.0 : release ! Infinite Demon Seeds Levelup 1.7.4Allows demon seeds to levelup up to level 1000. Harrier class 1.7.0Adds the Harrier class. The Harrier is a member of the rogue metaclass who focuses on throwing knives, although she can punch things in a pinch. This addon Overloads throwing-knives.lua. WorldEater Class Addon 1.5.1During the Allure Wars, the ogre race went through several experimental attempts at improving them even further. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Mirrorblade 1.7.2Adds the Mirrorblade, a chronomancer that calls upon his temporal twin. Unlike Temporal Wardens, Mirrorblades train exclusively with melee weapons, and only ever call upon one other timeline for aid. However, this specialized training has resulted in an extremely effective paired combat style. Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. Proper Possession 1.7.0
Frequently Asked Questions: Ignore Race/Class Locks 1.7.0Modifies 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: No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Discordant class (and friends) - enemy edition 1.6.7This is a fork of Rukaneo's Discordant and Friends, itself a fork of Vectorinox's Discordant and Friends. This fork removes the brakes on the original addon by allowing enemies to get all non-customer classes from this addon, and marks some of the most egregiously broken (on enemies) talents as enemy-unusable. Each class should now be a challenge to work around on enemies, rather than being literally unkillable (notably primitive and discordant). ----------- Original from VectorinoxDescriptionsAdd Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. Add Colossus as playable race. Artificial giant constructed by dwarves, has the same start location as dwarf. Durable race with some drawbacks. Also like gold. This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Bonus class: Primitive, master of bump-attack *joke class* ------------- [ Creditshttp://game-icons.net/ Changelog1.0.0:- Initial release Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines 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: Doctornull's Classes Reloaded 1.7.4Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here:http://forums.te4.org/viewtopic.php?f=50&t=38670 Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME. All credit goes to Null, and FailPail for creating the creepfix. Changes: astralInferno's Celestial Oddities 1.7.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Items Vault 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Inferno Race Pack 1.7.0Adds a collection of my races. Perfect Perfection 1.7.4Modifies mastery and perfection egos to only roll from what you have unlocked and have at least 1 point in, to reduce useless rolls. Mob Class Adjuster 1.7.4Allows you to toggle which classes can or cannot appear on random bosses and rares. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Skirmisher Evolutions 1.7.4Adds the following evolutions: Mudsligner: Fateslinger: Fearslinger: Blightslinger: Crystalslinger: Battle Skirmisher: Sunslinger: Dreamslinger: Note: Age of Ascendancy specific requirements are waived in other campaigns. Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Rather Crafty Hands 1.7.4Allows base Imbue Item to apply to helmets, and changes Crafty Hands to allow any armour. Race: Wrathwrought 1.7.4Adds wrathwrought as a new subrace. They are psionic focused humans. Stat modifiers: +2 Strength, +1 Dexterity, +0 Constitution, +0 Magic, +4 Willpower, and +3 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: Unstoppable Wrath - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Stalker Evolution for Rogue 1.6.7Adds Stalker as a new class evolution prodigy for Rogue. While wearing no heavy armor (including helms, boots and gloves) and wielding no weapons: Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release |
Campaign | Infinite |
Mode | Madness Adventure |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 8 / 75% |
Size | medium |
Lifes / Deaths | Killed by Burb the snow giant champion at level 8 on the 1st Mirth 122nd year of Ascendancy at 12:27 3 / 2Killed by snow giant boulder thrower at level 8 on the 1st Mirth 122nd year of Ascendancy at 14:13 |
Primary Stats
Strength | 14 (base 12) |
Dexterity | 1 (base 1) |
Constitution | 22 (base 22) |
Magic | 1 (base 1) |
Willpower | 47.8 (base 32) |
Cunning | 49.2 (base 32) |
Resources
Life | -21/332 |
Steam | 100/100 |
Equilibrium | 18 |
Psi | 0/210 |
Healing Factor | 1.3650731422571 |
Regeneration | 41.756248306481 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +115.23706143557% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 28 |
Accuracy | 30 |
Crit Chance | 14% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | 29 |
Accuracy | 30 |
Crit Chance | 14% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Cold | +9% |
Nature | +2% |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 6 |
Ranged Defense | 6 |
Fatigue | 7 |
Physical Save | 27.46 |
Spell Save | 28.7 |
Mental Save | 38 |
Defense: Resistances
Blight | + 2%( 70%) |
Lightning | + 5%( 70%) |
Temporal | + 8%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Psionic / Projection | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 2.80 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Gestalt | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Psionic / Notion Rain | 1.40 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Moroii | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Thermal Aura |
talent | Gestalt |
talent | Psiblades |
talent | Kinetic Aura |
beneficial effect | Steampower increased by 8. Gestalt |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-5% global speed). Solipsism |
beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
Quests
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 2): PacifistYou completed the challenge and received: +1 Generic Point and +1 Prodigy Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 4): Near SightedYou completed the challenge and received: +1 Category Point | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | ![]() creative vined mindstar of life (33.0 damage (87% power), 1.1x range, 21 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% (+12%) Range: 1.1x (+0.0x) Uses stats: 70% Wil, 42% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +21 (+7) Crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +4 Cun / +0(-3) Wil Changes resistances: +0%(-2%) blight Changes damage: +0%(-2%) nature Talents granted: +1.00(-) Attune Mindstar Critical mult.: +6.00% Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disease immunity: +0% (-11%) Life regen: +0.50 Maximum life: +11.00 Mindpower: +6 (+2 eff.) (+3 (+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 |
Light source | ![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 (-) 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 | ![]() Emelemira the Frigidquake (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes resistances: +3%(-) temporal Changes damage: +9%(-) cold Reduces incoming crit damage: 10.00% (-) Mana each turn: +0.10 (-) Spellpower: +3 (+3 eff.) (-) Spell crit. chance: +3% (-) A pointy cloth hat, very wizardly... |
Tool | ![]() elm totem of thorny skin [power 16] (8/20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Around waist | ![]() grounding rough leather belt of the warmind Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5%(-) lightning / +5%(-) temporal Physical save: +6 (+2 eff.) (-) Mindpower: +2 (+1 eff.) (-) A belt that goes around your waist. |
In main hand | ![]() nature's mossy mindstar of resolve (28.2 damage (75% power), 1.1x range, 14 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 70% Wil, 42% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +14 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +2%(-) blight Changes damage: +2%(-) nature Talents granted: +1.00(-) Attune Mindstar Spell save: +3 (+1 eff.) (-) Disease immunity: +11% (-) 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 |
On hands | ![]() rough leather gloves of strength (+2) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) (-) Armour: +1 (-) Changes stats: +2(-) Str When used to modify unarmed attacks: Power: 97% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-) Crit. chance: +1.0% (-) Attack speed: 100% (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | ![]() mossy mindstar of clarity (29.2 damage (77% power), 1.1x range, 14 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% (+2%) Range: 1.1x (+0.0x) Uses stats: 70% Wil, 42% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +14 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +0%(-2%) blight Changes damage: +0%(-2%) nature Talents granted: +1.00(-) Attune Mindstar Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Mental save: +3 (+1 eff.) Disease immunity: +0% (-11%) Maximum psi: +12.00 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 |
Cloak | ![]() enveloping kruk cloak of protection (6 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) (-) Physical save: +5 (+2 eff.) (-) Spell save: +6 (+2 eff.) (-) Mental save: +6 (+3 eff.) (-) A stylish kruk-style cloak, to look awesome. |
Main armor | ![]() troll-hide cured leather armour (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +6 (+6 eff.) (-) Fatigue: +7% (-) Life regen: +3.00 (-) Maximum life: +30.00 (-) Healing mod.: +10% (-) A suit of armour made of leather. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 90% efficiency and cooldown mod of 75%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 87% efficiency and cooldown mod of 97%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() This item will automatically be transmogrified when you leave the level. Duvorath (6.1 damage (100% power), 1.2x range, 2 apr, blight element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (+25%) Range: 1.2x (+0.1x) Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-12) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +0%(-2%) blight Changes resistances penetration: +5% acid Changes damage: +10% blight / +0%(-2%) nature / +3% mind / +12% acid Talents granted: +0(+-1) Attune Mindstar +1 Command Staff Critical mult.: +10.00% Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disease immunity: +0% (-11%) Spellpower: +3 (+3 eff.) Spell crit. chance: +6% Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Flashquell the elm magestaff (6.1 damage (100% power), 1.2x range, 2 apr, lightning element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (+25%) Range: 1.2x (+0.1x) Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-12) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +1 Mag / +0(-3) Wil / +1 Con Changes resistances: +0%(-2%) blight Changes damage: +10% lightning / +12% fire / +0%(-2%) nature Talents granted: +0(+-1) Attune Mindstar +1 Command Staff Critical mult.: +11.00% Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disease immunity: +0% (-11%) Spellpower: +3 (+3 eff.) Spell crit. chance: +7% Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Yveldana the Blazelord (8.5 damage (137% power), 1.2x range, 6 apr, darkness element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% (+62%) Range: 1.2x (+0.1x) Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 (-8) Crit. chance: +5.0% (+2.5%) Attack speed: 100% (-) When wielded/worn: Defense: +7 (+7 eff.) Changes stats: +0(-3) Wil Changes resistances: +0%(-2%) blight Changes damage: +3% lightning / +30% darkness / +0%(-2%) nature Talents granted: +0(+-1) Attune Mindstar +1 Command Staff Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disease immunity: +0% (-11%) Spellpower: +15 (+15 eff.) Spell crit. chance: +5% Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Light radius: +3 Infravision radius: +3 See invisible: +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 and deals 40.52 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Oozestoker the iron battleaxe (13.0 damage (112% power), 1.5x range, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 112% (+37%) Range: 1.5x (+0.4x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-13) Crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) Damage (Melee): +4 mind When wielded/worn: Accuracy: +9 (+9 eff.) Defense: +7 (+7 eff.) Changes stats: +2 Cun / +0(-3) Wil Changes resistances: +3% nature / +0%(-2%) blight Changes damage: +0%(-2%) nature Talent granted: +0(+-1) Attune Mindstar Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disease immunity: +0% (-11%) Disarm immunity: +28% Psi when hit: +0.04 Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. fractal iron battleaxe of massacre (14.7 damage (127% power), 1.5x range, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 127% (+52%) Range: 1.5x (+0.4x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-13) Crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) Damage (Melee): +7 temporal Damage (radius 1) on hit: +9 mind When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +0%(-2%) blight Changes resistances penetration: +9% temporal Changes damage: +0%(-2%) nature Talent granted: +0(+-1) Attune Mindstar Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disease immunity: +0% (-11%) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. iron battleaxe of phasing (12.8 damage (110% power), 1.5x range, 10 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 110% (+35%) Range: 1.5x (+0.4x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 (-4) Crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +14% When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +0%(-2%) blight Changes damage: +0%(-2%) nature Talent granted: +0(+-1) Attune Mindstar Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disease immunity: +0% (-11%) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Beladur the iron longsword (10.9 damage (100% power), 1.4x range, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 100% (+25%) Range: 1.4x (+0.3x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-12) Crit. chance: +2.5% (-) Attack speed: 100% (-) On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +5.0% Physical power: +20 (+9 eff.) Defense: +5 (+5 eff.) Changes stats: +1 Str / +0(-3) Wil Changes resistances: +0%(-2%) blight Changes damage: +0%(-2%) nature Talent granted: +0(+-1) Attune Mindstar Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disease immunity: +0% (-11%) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Sharp, long, and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. iron mace 'Isemina' (11.9 damage (109% power), 1.4x range, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 109% (+34%) Range: 1.4x (+0.3x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-12) Crit. chance: +0.5% (-2.0%) Attack speed: 100% (-) Damage (Melee): +5 darkness Damage against: +5% Living When wielded/worn: Physical crit. chance: +3.0% Changes stats: +2 Str / +0(-3) Wil Changes resistances: +3% light / +0%(-2%) blight Changes damage: +0%(-2%) nature Talent granted: +0(+-1) Attune Mindstar Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disease immunity: +0% (-11%) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Blunt and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. iron mace 'Snowjeer' (11.8 damage (108% power), 1.4x range, 8 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 108% (+33%) Range: 1.4x (+0.3x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 (-6) Crit. chance: +0.5% (-2.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +11% When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +6%(+4%) blight / +3% cold / +3% nature Changes damage: +3% blight / +0%(-2%) nature Talent granted: +0(+-1) Attune Mindstar Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disease immunity: +0% (-11%) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Blunt and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. balanced iron waraxe of erosion (11.3 damage (104% power), 1.4x range, 2 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 104% (+29%) Range: 1.4x (+0.3x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-12) Crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) Damage (Melee): +5 nature When wielded/worn: Accuracy: +6 (+6 eff.) Defense: +6 (+6 eff.) Changes stats: +0(-3) Wil Changes resistances: +0%(-2%) blight Changes damage: +0%(-2%) nature Talent granted: +0(+-1) Attune Mindstar Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disease immunity: +0% (-11%) Disarm immunity: +20% Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) One-handed war axes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. iron waraxe 'Manidochak' (12.5 damage (114% power), 1.4x range, 3 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 114% (+39%) Range: 1.4x (+0.3x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-11) Crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-3) Wil / +1 Con Changes resistances: +0%(-2%) blight Changes resistances penetration: +5% acid / +10% physical Changes damage: +0%(-2%) nature Talent granted: +0(+-1) Attune Mindstar Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disease immunity: +0% (-11%) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) One-handed war axes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. iron dagger (8.5 damage (100% power), 1.3x range, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% (+25%) Range: 1.3x (+0.2x) Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-9) Crit. chance: +4.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +0%(-2%) blight Changes damage: +0%(-2%) nature Talent granted: +0(+-1) Attune Mindstar Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disease immunity: +0% (-11%) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. slagged steel dagger of massacre (9.7 damage (114% power), 1.3x range, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 114% (+39%) Range: 1.3x (+0.2x) Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (-8) Crit. chance: +5.0% (+2.5%) Attack speed: 100% (-) Damage (Melee): +5 acid Damage (radius 1) on hit: +6 fire When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +0%(-2%) blight Changes resistances penetration: +6% acid Changes damage: +0%(-2%) nature Talent granted: +0(+-1) Attune Mindstar Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disease immunity: +0% (-11%) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. nature's mossy mindstar of resolve (28.2 damage (75% power), 1.1x range, 14 apr, mind damage) (In main hand, 1 of 3)] Oathblade (12.2 damage (127% power), 1.4x range, 0 apr)This item will automatically be transmogrified when you leave the level. Oathblade (12.2 damage (127% power), 1.4x range, 0 apr) Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Power: 127% (+52%) Range: 1.4x (+0.3x) Uses stats: 70% Str, 20% Mag, 30% Dex Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +0 (-14) Crit. chance: +4.0% (+1.5%) Attack speed: 100% (-) Block value: +23 Damage Shield penetration (this weapon only): +30% Damage conversion: 17% light When wielded/worn: Defense: +10 (+10 eff.) Damage when hit (Melee): 4 arcane Changes stats: +0(-3) Wil Changes resistances: +0%(-2%) blight / +3% fire Changes damage: +0%(-2%) nature / +10% physical Talents granted: +1 Lightbound Oath +1 Block +0(+-1) Attune Mindstar Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disease immunity: +0% (-11%) Stamina when hit: +0.70 Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) This weapon counts as a shield for the purposes of talents and blocking. Lightbound Oath: Passive - Allows you to dual-wield any two one handed weapons. Additionaly, gain a 0% chance to parry attacks, reducing damage taken by up to 25% and deal 102% of the deflected amount back as Light damage in retaliation. These effects scale off of your Dexterity and Magic respectively. Your Parry chance is halved if you are not dual-wielding. One of the weapons once wielded by a mysterious group of crusading warriors from beyond the horizon. Vows to an unknown entity of the Light are etched into the blade. Tap to cycle through comparison choices |
![]() blooming mossy mindstar (24.5 damage (77% power), 1.1x range, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% (+2%) Range: 1.1x (+0.0x) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-2) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +0%(-2%) blight Changes damage: +0%(-2%) nature Talents granted: +1.00(-) Attune Mindstar Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disease immunity: +0% (-11%) Mindpower: +2 (+1 eff.) (-1 (+0 eff.)) Mental crit. chance: +1% (-) Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +15 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 |
![]() mossy mindstar (22.9 damage (72% power), 1.1x range, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% (-3%) Range: 1.1x (+0.0x) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-2) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +0%(-2%) blight Changes damage: +0%(-2%) nature Talents granted: +1.00(-) Attune Mindstar Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disease immunity: +0% (-11%) 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 |
![]() mossy mindstar (22.9 damage (72% power), 1.1x range, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% (-3%) Range: 1.1x (+0.0x) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-2) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +0%(-2%) blight Changes damage: +0%(-2%) nature Talents granted: +1.00(-) Attune Mindstar Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disease immunity: +0% (-11%) 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 |
![]() This item will automatically be transmogrified when you leave the level. Balychik the iron steamsaw (10.9 damage (100% power), 1.5x range, 0 apr) Requires: - Strength 11 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 100% (+25%) Range: 1.5x (+0.4x) Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-14) Crit. chance: +2.5% (-) Attack speed: 100% (-) Block value: +10 Damage (radius 1) on hit: +4 acid Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +1.0% Physical power: +15 (+7 eff.) Armour: +2 Defense: +2 (+2 eff.) Fatigue: +4% Changes stats: +0(-3) Wil Changes resistances: +0%(-2%) blight / +16% cold Changes damage: +0%(-2%) nature Talents granted: +0(+-1) Attune Mindstar +1 Block Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disease immunity: +0% (-11%) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. iron steamsaw (10.9 damage (100% power), 1.5x range, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 100% (+25%) Range: 1.5x (+0.4x) Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-14) Crit. chance: +1.5% (-1.0%) Attack speed: 100% (-) Block value: +8 Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Fatigue: +4% Changes stats: +0(-3) Wil Changes resistances: +0%(-2%) blight Changes damage: +0%(-2%) nature Talents granted: +0(+-1) Attune Mindstar +1 Block Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disease immunity: +0% (-11%) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. iron steamgun of enduring Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-11) Crit. chance: +0.0% (-2.5%) Attack speed: 100% (-) Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +6(+3) Wil / +6 Con Changes resistances: +0%(-2%) blight Changes damage: +0%(-2%) nature Talent granted: +0(+-1) Attune Mindstar Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disease immunity: +0% (-11%) Maximum life: +13.00 Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. iron steamgun of lightning Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-11) Crit. chance: +0.0% (-2.5%) Attack speed: 100% (-) Firing range: +6 Travel speed: +600% Damage (Ranged): +5 lightning Attacks use: 2.0 Steam When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +0%(-2%) blight Changes damage: +8% lightning / +0%(-2%) nature Talent granted: +0(+-1) Attune Mindstar Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disease immunity: +0% (-11%) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
![]() deadly pouch of iron shots (11/11, 17.9 damage (122% power), 1.2x range, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 122% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 11 Shots are used with slings to pummel your foes to death. |
![]() pouch of steel shots of crippling (8/18, 18.3 damage (124% power), 1.2x range, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 124% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +9.5% Capacity: 18 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() This item will automatically be transmogrified when you leave the level. reinforced iron shield of cold resistance (+16%) (0 def, 4 armour, 14.2 damage (97% power), 1.1x range, 42.5 block) Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Armour Penetration: +0 (-14) Crit. chance: +0.0% (-2.5%) Attack speed: inf% (inf%) When used to attack (with talents): Power: 97% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +42 When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +16% cold Talents granted: +0(+-1) Attune Mindstar +1 Block Mental save: +0 (+0 eff.) (-3 (-2 eff.)) Maximum psi: +0.00 (-12.00) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Handheld deflection devices. |
![]() This item will automatically be transmogrified when you leave the level. reinforced iron shield of lightning resistance (+15%) (0 def, 4 armour, 14.2 damage (100% power), 1.1x range, 35.5 block) Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Armour Penetration: +0 (-14) Crit. chance: +0.0% (-2.5%) Attack speed: inf% (inf%) When used to attack (with talents): Power: 100% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +36 When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +15% lightning Talents granted: +0(+-1) Attune Mindstar +1 Block Mental save: +0 (+0 eff.) (-3 (-2 eff.)) Maximum psi: +0.00 (-12.00) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +0% (-1%) Handheld deflection devices. |
![]() linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-6 (-6 eff.)) Fatigue: +0% (-7%) Changes resistances: +7% all Life regen: +0.00 (-3.00) Maximum life: +0.00 (-30.00) Healing mod.: +0% (-10%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. ceremonial rough leather armour of Malphas (3 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-2) Defense: +3 (+3 eff.) (-3 (-3 eff.)) Fatigue: +6% (-1%) Changes stats: +3 Dex / +3 Mag Critical mult.: +10.00% Spell save: +10 (+3 eff.) Life regen: +0.00 (-3.00) Maximum life: +0.00 (-30.00) Spellpower: +2 (+2 eff.) Spell crit. chance: +1% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Healing mod.: +0% (-10%) A suit of armour made of leather. |
![]() This item will automatically be transmogrified when you leave the level. iron plate armour 'Lightsin' (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (+3) Defense: +0 (+0 eff.) (-6 (-6 eff.)) Fatigue: +22% (+15%) Changes stats: +3 Str Changes resistances: +16% lightning / +3% darkness Critical mult.: +5.00% Life regen: +0.00 (-3.00) Maximum life: +0.00 (-30.00) Healing mod.: +0% (-10%) A suit of armour made of metal plates. |
![]() linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-5 (-5 eff.)) Physical save: +0 (+0 eff.) (-5 (-2 eff.)) Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-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. |
![]() thick linen cloak (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) (-5 (-5 eff.)) Changes resistances: +12% cold Physical save: +0 (+0 eff.) (-5 (-2 eff.)) Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-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. |
![]() rough leather gloves (0 def, 1 armour) 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +1 (-) Changes stats: +0(-2) Str When used to modify unarmed attacks: Power: 95% (-3%) Range: 1.1x (+0.0x) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-) Crit. chance: +1.0% (-) Attack speed: 100% (-) 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. Xerikira (0 def, 1 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +1 (-) Fatigue: +1% Damage (Melee): 3 arcane / 3 lightning Changes stats: +0(-2) Str / +1 Dex Changes damage: +2% arcane / +2% lightning Mental save: +5 (+2 eff.) Knockback immunity: +20% When used to modify unarmed attacks: Power: 104% (+6%) Range: 1.4x (+0.3x) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +3 (+2) Crit. chance: +2.0% (+1.0%) Attack speed: 83% (-17%) Damage conversion: 10% arcane / 10% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
![]() This item will automatically be transmogrified when you leave the level. rough leather hat (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +1% Changes resistances: +0%(-3%) temporal Changes damage: +0%(-9%) cold Reduces incoming crit damage: 0.00% (-10.00%) Mana each turn: +0.00 (-0.10) Spellpower: +0 (+0 eff.) (-3 (-3 eff.)) Spell crit. chance: +0% (-3%) A hat made of leather. Very stylish. |
![]() This item will automatically be transmogrified when you leave the level. rough leather hat 'Hailvalor' (0 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +1% Changes stats: +1 Dex Changes resistances: +0%(-3%) temporal Changes resistances penetration: +5% cold Changes damage: +3%(-6%) cold Talent granted: +1 Bastion Reduces incoming crit damage: 0.00% (-10.00%) Mana each turn: +0.00 (-0.10) Spellpower: +0 (+0 eff.) (-3 (-3 eff.)) Spell crit. chance: +0% (-3%) Bastion: Passive - Increases Physical, Mind, and Spell Saves by 3.11 per each enemy you can see in a radius of 2. The increase is based on the average of your Dexterity, Magic, and Willpower stats. A hat made of leather. Very stylish. |
![]() This item will automatically be transmogrified when you leave the level. Nerosera (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +5% Changes stats: +2 Str / +1 Wil Changes resistances: +0%(-3%) temporal Changes damage: +0%(-9%) cold Reduces incoming crit damage: 0.00% (-10.00%) Mana each turn: +0.00 (-0.10) Equilibrium when hit: +0.12 Psi when hit: +0.04 Maximum hate: +2.00 Spellpower: +0 (+0 eff.) (-3 (-3 eff.)) Spell crit. chance: +0% (-3%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() This item will automatically be transmogrified when you leave the level. miner's iron helm of trickery (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +5 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +5% Changes stats: +2 Cun / +2 Dex Changes resistances: +0%(-3%) temporal Changes damage: +0%(-9%) cold Reduces incoming crit damage: 0.00% (-10.00%) Mana each turn: +0.00 (-0.10) Spellpower: +0 (+0 eff.) (-3 (-3 eff.)) Spell crit. chance: +0% (-3%) Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() iron pickaxe (dig speed 37 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() This item will automatically be transmogrified when you leave the level. iron torque of mindblast [power 105] (8/15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() This item will automatically be transmogrified when you leave the level. Vorena the elm totem of summon tentacle [power 95] (8/25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 55% Changes stats: +1 Dex Changes resistances penetration: +5% physical Stamina each turn: +3.00 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 96 Armor: 2 All Resist: 5 Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
Log
Cetonkateir converts some damage to Psi!
Cold drake hatchling hits Cetonkateir for (9 flat reduction), (9 to ice), 7 to psi, 5 physical (12 total damage).
Cetonkateir performs a melee critical strike against Cetonkateir!
Cetonkateir hits Iceblock for 14 mind, 20 mind (34 total damage).
Burb the snow giant champion performs a melee critical strike against Cetonkateir!
Cetonkateir converts some damage to Psi!
Burb the snow giant champion hits Cetonkateir for (9 flat reduction), (0 to ice), 14 to psi, 10 physical, (9 flat reduction), (0 to ice), 8 to psi, 5 cold (37 total damage).
Cetonkateir forces the iceblock to shatter.
Cetonkateir converts some damage to Psi!
Cetonkateir hits Iceblock for 30 mind damage.
Cold drake hatchling hits Cetonkateir for (9 flat reduction), (9 to ice), 7 to psi, 5 physical (12 total damage).
Cetonkateir is free from the ice.
Burb the snow giant champion uses Knockback.
Cetonkateir converts some damage to Psi!
Burb the snow giant champion hits Cetonkateir for (9 flat reduction), 27 to psi, 18 physical, (9 flat reduction), 8 to psi, 5 cold (58 total damage).
Cetonkateir uses Realign.
Cetonkateir is cured!
Cetonkateir receives 61 healing (122 psi heal).
Burb the snow giant champion casts Freeze.
Cetonkateir shrugs off the effect 'Frozen'!
Talent Infusion: Regeneration is ready to use.
Cetonkateir converts some damage to Psi!
Burb the snow giant champion hits Cetonkateir for (9 flat reduction), (82 resilience), 119 to psi, 80 cold (199 total damage).
Cetonkateir uses Infusion: Regeneration.
Cetonkateir starts regenerating health quickly.
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at Cetonkateir!