Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Spellsword 1.2.5This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. 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. Sun-Mage 1.2.4Adds a new Celestial subclass proficient in the Celestial Talent Trees Sunlight, Radiance, Light and Chants and the Spell Talent Trees Phantasm, Fire, Wildfire and Divination Adjustable Exp 1.0.4This addon allows players to adjust the amount of exp they gain per kill via Game Options. The current allowable range is 0% - 1000%, with 100% being the default rate. The range can be expanded if there's demand for it. The adjustment rate will be set to the default of 100% for each new character made, and once set will remain persistent for that specific character. Also, the level cap on gaining exp from lower leveled opponents has been removed for increased flexibility. Please let me know if there are any issues. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Pepper Pack 1.2.5Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Everything is Unique! 1.2.5Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.2.0Donators/Buyers bonus! Damned Class 1.2.5Adds a new afflicted class. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Moon-Mage 1.2.5Adds a new celestial subclass proficient in the Celestial Talent Trees Moonlight, Star Fury, Light and Hymns and the Spell Talent Trees Phantasm, Water, Nightfall and Divination. VampireLord 1.2.4VampireLord class Walk the path of a true vampire lord ! Feast upon your prey, thus increasing your blood pool, drag their corps in you shadow, later you can extract blood from those, event get stats and talent points from them. feedback and comment are welcomed on the relater forum thread changelog v a3.0: (we hunger update) + missing updates -manipulation implemented (a rip-off form the gloom talent tree with a necrotic aura twist -added talent tree spell/animous -added talent tree cursed/fear -shadowrift implemented (a rip-off from shadowwraith tree at the expanse of blood) -adding of hunger ... every x turn a percentage of your blood will be conssumed to sustain you hunger -tweaked other things v a2.6: -fixed onTakeHit superload (thanks to StarKeep) v a2.5: -re-ajusted "sadism" talents cost v a2.4: -fixed exangation dialogue box resolve v a2.3: -preUseTalent and postUseTalent should work well now! v a2.2: -fix of misstyping (preUseTalent) v a2.1: -fixed talents requirement and order for "sadism" talent tree. v a2.0: -talent tree "sadism" unleached !!! v a0.3: -prevented summons to be added to corpse pool (need to be tested) v a0.2: -spellcheck v a0.1: -the backbone are stuffed implemented: blood pool: a resource that add to life, as long as you have blood in your blood pool damage dealt to you will apply on your blood pool instead of your life. sanguinism talent tree - Feast: - Empowerment: - Exsanguation: - Blood Bound: x decrease with talent level while percentage increase. sadism talent tree: -tribute: pay a percentage of your max health to inflict to the target damage based on his max health. -stupeffy: pay a percentage of your max health to cause an aoe that hav a chance to inflict fear to all creature in it plus minorely damaging them. -blood river: pay a percentage of your max blood to cause a large blight aoe that heal you of a percentage of the damage inflicted with it. -pike jungle: pay a percentage of your max health to cause a small pinnig aoe that deal medium phisical damage =Mindstabber 1.2.5Adds a new Psionic class (since their numbers are few anyways) that is a combo of rouge, solipsist and mindslayer. Focus more on combat than staying in the back, but still has the capability to do so. Luminosity Celestial rework 1.2.5This addon joins Negative and Positive energy bars into one, called Luminosity. For details, see http://forums.te4.org/viewtopic.php?f=50&t=43149 . Mesmer 1.2.5A magical class based on creating and shattering illusions. Verdant Class Pack 1.2.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Halfling |
Class | Forge Knight |
Level / Exp | 28 / 51% |
Size | small |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 77 (base 58) |
Dexterity | 61 (base 58) |
Constitution | 59 (base 58) |
Magic | 81 (base 58) |
Willpower | 74 (base 58) |
Cunning | 81 (base 58) |
Resources
Life | 1261/1261 |
Equilibrium | 0 |
Stamina | 420/420 |
Vim | 208/208 |
Healing Factor | 1.4638388416889 |
Regeneration | 69.623784489888 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1067.2113427227% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 9 |
See Stealth | 8 |
See Invisible | 8 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 135 |
Accuracy | 74 |
Crit Chance | 54% |
APR | 26 |
Speed | 0.83 |
Offense: Offhand
Damage | 83 |
Accuracy | 74 |
Crit Chance | 55% |
APR | 27 |
Speed | 0.83 |
Offense: Spell
Spellpower | 16.777777777778 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 50.066666666667 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
All | +5% |
Defense: Base
Armour (hardiness) | 58.1 (93.924050632911%) |
Defense | 30.925 |
Ranged Defense | 33.925 |
Fatigue | 7.1075794621027 |
Physical Save | 55.558333333333 |
Spell Save | 43.041666666667 |
Mental Save | 68.28125 |
Defense: Resistances
All | + 18%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Disarm Resistance | 39% |
Bleed Resistance | 30% |
Confusion Resistance | 30% |
Fear Resistance | 30% |
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Forgeknight combat maneuvers | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Armor forging | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Weapon forging | 1.75 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Forge powers | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Forgeknight combat expertise | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Halfling | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Forger's endurance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Field control | 1.35 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
beneficial effect | The target is near a protective aura, granting +4 armour and +13 physical save. Protective Aura |
beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 22.28, and stamina regeneration by 4.46. Bloodbath |
beneficial effect | Movement is 1000% faster. Step Up |
Quests
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +2. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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
On feet | grounding pair of iron boots (0 def, 3 armour) grounding pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Voruna' brass lantern 'Voruna'Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +7 Wil Changes resistances: +3% all Changes damage: +6% mind Grants telepathy: Humanoid/Orc Critical mult.: +15.00% Spell save: +7 Mental save: +3 Psi when hit: +0.08 Mental crit. chance: +2% Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | masterforged iron helm (3 def, 10.5 armour) masterforged iron helm (3 def, 10.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +10 Defense: +3 Fatigue: +5% Changes stats: +2 Str Changes resistances: +14% lightning / +5% fire / +6% cold Talent mastery: +0.10 Cunning / Survival Talent granted: +3 Skullcracker Mental save: +37 Blindness immunity: +30% Confusion immunity: +30% Fear immunity: +30% Stamina each turn: +2.00 Maximum stamina: +79.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | iron gauntlets of strength (+3) (0 def, 1 armour) iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +3 Str Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | miner's iron pickaxe (dig speed 27 turns) miner's iron pickaxe (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Ce'Natira Ce'NatiraPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Changes damage: +5% all Critical mult.: +10.00% Mental save: +25 Blindness immunity: +20% Spellpower: +6 Mindpower: +6 Mental crit. chance: +1% Infravision radius: +4 See stealth: +8 See invisible: +8 Rings can have magical properties. |
On fingers | Ce'Neletira the copper ring Ce'Neletira the copper ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 Defense: +9 Ranged Defense: +2 Fatigue: -5% Effects on melee hit: * 13% chance to blind Effects on ranged hit: * 14% chance to blind Changes resistances: +3% darkness / +6% nature Reduces incoming crit damage: 10.00% Maximum encumbrance: +23 Mental save: +20 Pinning immunity: +20% Movement speed: +12% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
Around neck | copper amulet 'Flashmortal' copper amulet 'Flashmortal'Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 Armour penetration: +5 Physical crit. chance: +4.0% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 4 lightning Changes resistances: +6% mind / +6% lightning Changes resistances penetration: +5% lightning Talent masteries: +0.15 Technique / Field control +0.15 Technique / Weapon forging Critical mult.: +11.00% Amulets can have magical properties. |
In main hand | masterforged dwarven-steel longsword (34.5-48.3 power, 21 apr) masterforged dwarven-steel longsword (34.5-48.3 power, 21 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 34.5 - 48.3 Uses stat: 116% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +43 Armour Penetration: +21 Physical crit. chance: +11.5% Attack speed: 120% When this weapon hits: Distortion Wave (15% chance level 3). On weapon hit: * Slows global speed by 6% Damage (Melee): +42 lightning / +42 light When wielded/worn: Changes damage: +21% lightning / +21% blight Talent granted: +3 Slime Spit Sharp, long, and deadly. |
Around waist | rough leather belt of carrying rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +22 A belt that goes around your waist. |
In off hand | masterforged iron dagger (17-22.1 power, 22 apr) masterforged iron dagger (17-22.1 power, 22 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 17.0 - 22.1 Uses stats: 53% Str, 53% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Accuracy: +43 Armour Penetration: +22 Physical crit. chance: +12.0% Attack speed: 120% When this weapon hits: Disperse Magic (10% chance level 1). Damage (Melee): +4 temporal / +5 nature / +34 fire When wielded/worn: Changes damage: +17% nature Talent granted: +3 Ruin Sharp, short and deadly. |
Cloak | Urthidosta the linen cloak (5 def, 0 armour) Urthidosta the linen cloak (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +5 Ranged Defense: +4 Changes stats: +7 Mag / +4 Wil Changes resistances: +6% cold Changes resistances penetration: +10% mind Changes damage: +6% lightning / +6% sound Critical mult.: +5.00% Physical save: +10 Spell save: +7 Hate when firing a critical mind attack: +1.00 Maximum mana: +47.00 Maximum melody: +12.00 Spellpower: +4 Spell crit. chance: +9% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | reforged Cyrina (5 def, 21 armour) reforged Cyrina (5 def, 21 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +21 Defense: +5 Fatigue: +20% Damage when hit (Melee): 11 physical Changes stats: +2 Cun / +5 Wil Changes resistances: +14% fire Changes damage: +3% blight Talent cooldown: Greater Weapon Focus (-2 turns) Talents granted: +4 Waters of Life +1 Power Catalyst: Mind Physical save: +35 Mental save: +13 Cut immunity: +30% Pinning immunity: +30% Stun/Freeze immunity: +30% Life regen: +6.00 Mana when firing critical spell: +1.00 Maximum life: +256.00 Damage Shield penetration: +10% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. copper ring 'Salothra'copper ring 'Salothra' Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 20 blight Changes stats: +5 Cun / +5 Wil Changes resistances: +14% nature / +14% blight Changes damage: +6% arcane Mental save: +7 Poison immunity: +25% Disease immunity: +26% Confusion immunity: +25% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +80.00 Maximum vim: +20.00 Spellpower: +4 Mindpower: +7 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel ring 'Stormwaker'steel ring 'Stormwaker' Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 Defense: +9 Fatigue: -6% Damage when hit (Melee): 12 lightning Changes stats: +1 Con / +2 Wil Changes resistances: +3% lightning Changes damage: +12% lightning Grants telepathy: Humanoid/Orc Maximum encumbrance: +27 Stun/Freeze immunity: +23% Life regen: +3.00 Maximum life: +56.00 Light radius: +2 Movement speed: +16% Healing mod.: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
arcing steel dagger (12.5-16.25 power, 6 apr) arcing steel dagger (12.5-16.25 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +4 lightning Sharp, short and deadly. |
forged iron dagger (13.1-17.03 power, 5 apr) forged iron dagger (13.1-17.03 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 13.1 - 17.0 Uses stats: 48% Str, 48% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful iron dagger of erosion (9.5-12.35 power, 5 apr)hateful iron dagger of erosion (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Infused by nature Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 temporal / +5 darkness / +5 nature Damage against: +4% Living Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful iron dagger of vileness (9-11.7 power, 5 apr)hateful iron dagger of vileness (9-11.7 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 5% chance to disease Damage (Melee): +4 blight / +4 darkness Damage against: +4% Living Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger of projection (9.5-12.35 power, 5 apr)iron dagger of projection (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 4 cooldown. Sharp, short and deadly. |
reforged Unerring Scalpel (20.2-26.26 power, 40 apr) reforged Unerring Scalpel (20.2-26.26 power, 40 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 20.2 - 26.3 Uses stats: 51% Str, 61% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Accuracy: +39 Armour Penetration: +40 Physical crit. chance: +11.0% Attack speed: 118% Damage (Melee): +26 nature When wielded/worn: Accuracy: +20 Changes damage: +13% nature Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. sonic iron dagger (9.5-12.35 power, 9 apr)sonic iron dagger (9.5-12.35 power, 9 apr) Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +9 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 sound When wielded/worn: Changes resistances: +4% sound Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Tirakai's Maul (32-41.6 power, 6 apr)Tirakai's Maul (32-41.6 power, 6 apr) Powered by arcane forces 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice, costing 6 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
forged balanced iron greatmaul of projection (27.1-40.65 power, 16 apr) forged balanced iron greatmaul of projection (27.1-40.65 power, 16 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 27.1 - 40.7 Uses stat: 134% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +39 Armour Penetration: +16 Physical crit. chance: +7.5% Attack speed: 118% Damage (Melee): +9 mind / +52 fire When wielded/worn: Accuracy: +7 Defense: +9 Changes damage: +27% light Talent granted: +2 Pulverizing Auger It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 4 cooldown. Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. bursting iron greatsword (18-28.8 power, 1 apr)bursting iron greatsword (18-28.8 power, 1 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.0 - 28.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 111% Burst (radius 2) on crit: +9 shocking sound When wielded/worn: Changes resistances penetration: +7% sound Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. iron greatsword of erosion (17-27.2 power, 1 apr)iron greatsword of erosion (17-27.2 power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 nature / +9 temporal Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. balanced iron longsword of daylight (10.5-14.7 power, 2 apr)balanced iron longsword of daylight (10.5-14.7 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +5 light Damage against: +6% Undead When wielded/worn: Accuracy: +5 Defense: +5 Sharp, long, and deadly. |
forged iron longsword (19-26.6 power, 2 apr) forged iron longsword (19-26.6 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 19.0 - 26.6 Uses stat: 113% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
reforged Brightcutter (28-39.2 power, 19 apr) reforged Brightcutter (28-39.2 power, 19 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 28.0 - 39.2 Uses stat: 116% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +43 Armour Penetration: +19 Physical crit. chance: +8.5% Attack speed: 120% When this weapon hits: Drain (15% chance level 3). On weapon hit: * 10% chance to corrode armor Damage (Melee): +42 nature When wielded/worn: Changes stats: +1 Str / +2 Con Changes resistances: +6% light Changes resistances penetration: +7% acid Changes damage: +21% lightning Grants telepathy: Humanoid/Orc Talent granted: +5 Bone Grab Reduces incoming crit damage: 10.00% Life regen: +0.70 Light radius: +1 Blunt and deadly. |
reforged Poxwreck (21.5-30.1 power, 19 apr) reforged Poxwreck (21.5-30.1 power, 19 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 21.5 - 30.1 Uses stat: 116% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +43 Armour Penetration: +19 Physical crit. chance: +8.5% Attack speed: 120% When this weapon hits: Realign (15% chance level 2). On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning / +7 cold / +42 fire When wielded/worn: Changes stats: +2 Mag Changes resistances: +3% nature Changes resistances penetration: +20% arcane Changes damage: +21% fire Talent granted: +2 Pulverizing Auger Spellpower on spell critical (stacks up to 3 times): +2 Blunt and deadly. |
Falcon's Eye (7-7.7 power, 15 apr, mind damage) Falcon's Eye (7-7.7 power, 15 apr, mind damage)Requires: - Willpower 12 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Mindpower: +5 Mental crit. chance: +5% Light radius: +1 Infravision radius: +1 Sight radius: +1 It can be used to activate talent Earth's Eyes (costing 9 power out of 18/18) : Effective talent level: 1.0 Power cost: 9 out of 18/18. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 7. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 3. It seems to magnify everything. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Talent mastery: +0.10 Wild-curse / Snake aspect Poison immunity: +50% Mindpower: +5 Mental crit. chance: +5% It can be used to activate talent Spit Poison (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 254.09 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
This item will automatically be transmogrified when you leave the level. nature's mossy mindstar (2.5-2.75 power, 12 apr, mind damage)nature's 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 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight Changes damage: +3% nature Disease immunity: +10% Mindpower: +1 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. vined mindstar of balance (5-5.5 power, 18 apr, nature damage)vined mindstar of balance (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 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical save: +2 Spell save: +4 Mental save: +2 Equilibrium when hit: +1.10 Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. iron rapier 'Stokesteel' (11.5-16.1 power, 3 apr)iron rapier 'Stokesteel' (11.5-16.1 power, 3 apr) Requires: - Cunning 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / rapier ; tier 1 Base power: 11.5 - 16.1 Uses stats: 60% Cun, 40% Dex Damage type: Fire Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +3 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 8% chance to inflict damage reduction * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing Damage (Melee): +6 mind Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +7 Physical crit. chance: +7.0% Physical power: +6 Changes stats: +2 Str Changes resistances: +6% fire Changes damage: +3% mind / +7% physical Mental save: +16 Stamina when hit: +0.80 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +4% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 4 cooldown. Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
Crystal Shard (16-19.2 power, 4 apr, physical element) Crystal Shard (16-19.2 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 Spell crit. chance: +4% It can be used to create living shards of crystal, costing 27 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
This item will automatically be transmogrified when you leave the level. elm magestaff of might (10-12 power, 2 apr, arcane element)elm magestaff of might (10-12 power, 2 apr, arcane element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% arcane Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering elm starstaff (10-12 power, 2 apr, light element)shimmering elm starstaff (10-12 power, 2 apr, light element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% light Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +36.00 Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Erelar the Kindlewing (12.5-17.5 power, 2 apr)Erelar the Kindlewing (12.5-17.5 power, 2 apr) Requires: - Strength 11 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +16 insidious poison / +4 nature Burst (radius 2) on crit: +9 ice When wielded/worn: Accuracy: +7 Armour: +6 Defense: +6 Effects on melee hit: * 30% chance to blind Changes resistances: +8% acid / +6% light / +8% fire / +9% cold / +6% nature / +9% lightning Changes resistances penetration: +10% light / +6% cold Changes damage: +3% light Spell save: +6 Light radius: +3 One-handed war axes. |
reforged iron waraxe 'Kheladudradig' (25-35 power, 19 apr) reforged iron waraxe 'Kheladudradig' (25-35 power, 19 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 25.0 - 35.0 Uses stat: 116% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +43 Armour Penetration: +19 Physical crit. chance: +11.5% Attack speed: 120% When this weapon hits: Weakness Disease (10% chance level 2). Damage (Melee): +14 temporal / +13 nature / +42 fire When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Damage when hit (Melee): 8 arcane Changes stats: +2 Str Changes damage: +21% fire Talent granted: +3 Flameshock Maximum life: +30.00 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. rough leather whip 'Healfurnace' (18-19.8 power, 2 apr)rough leather whip 'Healfurnace' (18-19.8 power, 2 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 18.0 - 19.8 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 125% Damage (Melee): +9 cold When wielded/worn: Armour penetration: +7 Physical power: +7 Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 20 nature Changes stats: +2 Con Changes resistances: +6% nature Changes resistances penetration: +5% arcane / +13% physical Changes damage: +9% arcane / +7% physical Disarm immunity: +14% Sharp, long and deadly. |
This item will automatically be transmogrified when you leave the level. linen cloak (1 def, 0 armour)linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Brightserpent' (1 def, 6 armour) linen cloak 'Brightserpent' (1 def, 6 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Damage when hit (Melee): 12 lightning / 12 light Changes stats: +2 Wil Changes resistances: +6% lightning / +13% cold / +3% light Changes damage: +6% mind / +6% sound Maximum melody: +13.00 Mindpower: +4 Mental crit. chance: +4% Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. padded linen cloak of the Shaloren (1 def, 0 armour)padded linen cloak of the Shaloren (1 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Mag / +2 Wil Changes resistances: +11% sound Physical save: +5 Mental save: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. slimy linen robe of nature (+16%) (0 def, 0 armour)slimy linen robe of nature (+16%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects when hit in melee: * Slows global speed by 3% * 4 arcane resource burn Changes resistances: +16% nature Changes damage: +11% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of iron boots (0 def, 7 armour) miner's pair of iron boots (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% 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. |
This item will automatically be transmogrified when you leave the level. polar iron gauntlets of strength (+2) (0 def, 1 armour)polar iron gauntlets of strength (+2) (0 def, 1 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Damage (Melee): 5 cold Changes stats: +2 Str Changes resistances: +6% cold Changes damage: +3% cold Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. rough leather gloves of strength (+2) (0 def, 1 armour)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: +6 Armour: +1 Changes stats: +2 Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat of light (+16%) (1 def, 0 armour) linen wizard hat of light (+16%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% light Changes damage: +11% light A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. miner's iron helm of constitution (+2) (0 def, 4 armour)miner's iron helm of constitution (+2) (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Changes stats: +2 Con Infravision radius: +1 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. Goretickler (9 def, 8 armour)Goretickler (9 def, 8 armour) Requires: - Strength 14 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +8 Defense: +9 Fatigue: +12% Changes stats: +5 Str / +8 Wil / +6 Cun Changes resistances: +12% darkness / +17% temporal / +3% nature / +7% physical Changes damage: +3% nature Mental save: +23 Mana each turn: +0.08 Maximum mana: +40.00 Maximum vim: +10.00 Light radius: +1 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 2.7 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
forged iron mail armour (4.5 def, 11 armour) forged iron mail armour (4.5 def, 11 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +11 Defense: +4 Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. iron mail armour of acid resistance (2 def, 4 armour)iron mail armour of acid resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes resistances: +16% acid A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic iron mail armour (2 def, 4 armour)prismatic iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes resistances: +11% light / +11% darkness A suit of armour made of mail. |
reforged Iron Mail of Bloodletting (4.5 def, 15.5 armour) reforged Iron Mail of Bloodletting (4.5 def, 15.5 armour)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +16 Defense: +4 Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% darkness / +10% blight / +10% fire / +14% lightning Talent mastery: +0.10 Technique / Bloodthirst Talent cooldown: Cripple (-3 turns) Talents granted: +4 Waters of Life +1 Power Catalyst: Mind Physical save: +35 Cut immunity: +30% Pinning immunity: +30% Stun/Freeze immunity: +30% Life regen: +6.50 Maximum life: +256.00 Healing mod.: +30% It can be used to activate talent Bloodcasting (costing 35 power out of 60/60) : Effective talent level: 2.0 Power cost: 35 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rough leather armour of lightning resistance (1 def, 2 armour)rough leather armour of lightning resistance (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes resistances: +17% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather armour of stability (1 def, 2 armour)rough leather armour of stability (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes resistances: +6% physical Physical save: +11 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of sound resistance (1 def, 2 armour)spiked rough leather armour of sound resistance (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when hit (Melee): 10 physical Changes resistances: +15% sound A suit of armour made of leather. |
forged iron shield (6 def, 8 armour, 15.5 dam, 21 block) forged iron shield (6 def, 8 armour, 15.5 dam, 21 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +21 When wielded/worn: Armour: +8 Defense: +6 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. iron shield of lightning resistance (+15%) (4 def, 2 armour, 9 dam, 20.5 block)iron shield of lightning resistance (+15%) (4 def, 2 armour, 9 dam, 20.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances: +15% lightning Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. iron shield of sound resistance (+16%) (4 def, 2 armour, 8.5 dam, 22 block)iron shield of sound resistance (+16%) (4 def, 2 armour, 8.5 dam, 22 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +22 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances: +16% sound Talent granted: +1 Block Handheld deflection devices. |
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 Gems can be sold for money or used in arcane rituals. |
133 alchemist agate 133 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. savior's elm harp (4.5 melee - 4 ranged sound damage)savior's elm harp (4.5 melee - 4 ranged sound damage) Requires: - Cunning 11 Crafted by a master 3.00 Encumbrance. Type: instrument / harp ; tier 1 When wielded/worn: Damage (Melee): 4 sound Damage (Ranged): 4 sound Talent granted: +1 Pluck Strings Physical save: +8 Spell save: +7 Mental save: +8 Mindpower: +2 Mental crit. chance: +2% A small string instrument. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Pocket-sized Forge Pocket-sized Forge25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 118 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. flaming pouch of steel shots (14/14, 22-26.4 power, 2 apr)flaming pouch of steel shots (14/14, 22-26.4 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 22.0 - 26.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 14 Burst (radius 1) on hit: +11 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. flaming iron singing sword (14-19.6 power, 1 apr)flaming iron singing sword (14-19.6 power, 1 apr) Requires: - Cunning 9 - Strength 11 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: instrument / singsword ; tier 1 It must be held with both hands. Base power: 14.0 - 19.6 Uses stats: 25% Cun, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This is a bardic weapon. Armour Penetration: +1 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 sound Burst (radius 1) on hit: +8 fire When wielded/worn: Mindpower: +2 A two-handed sword that converts voice into sound. |
3 citrine 3 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 Gems can be sold for money or used in arcane rituals. |
zircon 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 Gems can be sold for money or used in arcane rituals. |
Achievements
By Erm the Halfling Forge Knight level 26
78th Pyre 122nd year of Ascendancy at 21:58 see stats
By Erm the Halfling Forge Knight level 10
76th Pyre 122nd year of Ascendancy at 04:38 see stats
By Erm the Halfling Forge Knight level 20
78th Pyre 122nd year of Ascendancy at 05:23 see stats
By Erm the Halfling Forge Knight level 15
77th Pyre 122nd year of Ascendancy at 08:25 see stats
Log
Welcome to level 28 [Erm].
Erm has 9803 stat point(s), 854 class talent point(s), 902 generic talent point(s), 987 category point(s) to spend. Press p to use them.
Erm prepares for the next kill!.
Erm hits Lisyrelaith the hornet swarm for 507 physical, 45 lightning, 42 light, 125 physical (719 total damage).
Erm killed Lisyrelaith the hornet swarm!
Velydarewyn the skeleton warrior casts Corrupted Negation.
Velydarewyn the skeleton warrior hits Erm for 28 blight damage.
Erm picks up (a.): copper ring 'Salothra'.
Erm picks up (S.): savior's elm harp (4.5 melee - 4 ranged sound damage).
Erm picks up (K.): rough leather armour of lightning resistance (1 def, 2 armour).
Erm picks up (g.): iron dagger of projection (9.5-12.35 power, 5 apr).
Erm picks up (i.): sonic iron dagger (9.5-12.35 power, 9 apr).
Erm slows down.
Erm performs a melee critical strike against Velydarewyn the skeleton warrior!
Erm's blood frenzy intensifies!
Erm performs a melee critical strike against Velydarewyn the skeleton warrior!
Erm's blood frenzy intensifies!
Erm prepares for the next kill!.
Erm hits Velydarewyn the skeleton warrior for 501 physical damage.
Erm killed Velydarewyn the skeleton warrior!
Erm picks up (I.): Goretickler (9 def, 8 armour).
Erm picks up (3.): flaming iron singing sword (14-19.6 power, 1 apr).
Erm picks up (G.): rough leather gloves of strength (+2) (0 def, 1 armour).
Erm picks up (E.): slimy linen robe of nature (+16%) (0 def, 0 armour).
Erm picks up (x.): elm magestaff of might (10-12 power, 2 apr, arcane element).
Erm no longer revels in blood quite so much.