Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn 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. Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Auto-use inscriptions when saturated 1.3.0Removes the check from inscription code that causes all inscriptions to only auto-use when a saturation effect is not present. This does not effect the mechanic of saturation, and therefore setting them to auto-use in too many cases can cause high levels of saturation. Use sparingly. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Half Orcs 1.2.5You are the bastard son of an orc invader from the east and a farmer's wife. Introducing Half-Orcs! 0.0.2 Bugfix Release: 0.0.3 0.0.4 0.0.5 0.0.6 "Home sweet home Edition" Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Dark Elves 1.2.5Adds a new race for the elves: Dark Elves also known as "Drow". The dark elves hail from far beneath the planet's surface somewhere within the "Deep Bellow." Features custom racial talents. Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Monk 1.1.5Monk for versions b42 and above. Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Treant Race 1.1.5Adds in a Treant Race. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Gray's Illusions 1.2.4Alright, so this is two parts. A new zone, and a new class that you unlock by finishing said zone. Illusory Wood Trickster Feel free to offer suggestions/feedback/whatever. Barbarian Class Fork 1.2.3Adds the Barbarian class to the Wilder sub-group. Deep Dwarf 1.2.3Adds a dwarven subrace of ancestral worshippers. Racial talents center around healing and are helpful in surviving the early stages on higher difficulty modes, but lack an offensive punch. Difficulty Addon 1.2.3Adds in the Intense, Brutal, and Chaos difficulties, stepping stones between the vanilla difficulties, and additionally grants free stat bonuses based on difficulty level. Thievery 1.2.4If you side with the Assassin Lord, a new zone will open up. This will be triggered the same way the Assassin Lord quest is, starting at player level 15. Once you've cleared this area, you can come back for access to the merchant services you would've gotten if you had saved the merchant - at a substantial markup over normal cost. Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Items Vault 1.3.0Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Conveyance Reward 1.3.0This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Homosuperior |
Class | Archmage |
Level / Exp | 80 / 5% |
Size | medium |
Lifes / Deaths | Killed by Chenubor the thalore at level 35 on the 5th Mirth 122nd year of Ascendancy at 22:21 0 / 8Killed by Arreleer the halfling at level 35 on the 6th Mirth 122nd year of Ascendancy at 00:45 Killed by Elilethra the large fire ivy at level 66 on the 12nd Dusk 122nd year of Ascendancy at 15:40 Killed by Emonor the wolf at level 66 on the 12nd Dusk 122nd year of Ascendancy at 17:55 Killed by Godanne the dredge at level 66 on the 12nd Dusk 122nd year of Ascendancy at 19:31 Killed by Godanne the dredge at level 66 on the 12nd Dusk 122nd year of Ascendancy at 20:44 Killed by Emelydhebeth the storm drake hatchling at level 80 on the 14th Dusk 122nd year of Ascendancy at 09:48 Killed by Xaldabeth the rogue at level 80 on the 14th Dusk 122nd year of Ascendancy at 12:30 |
Primary Stats
Strength | 30.5 (base 11) |
Dexterity | 49.5 (base 25) |
Constitution | 81.5 (base 64) |
Magic | 108 (base 90) |
Willpower | 112 (base 90) |
Cunning | 127 (base 90) |
Resources
Mana | 0/1385 |
Equilibrium | 621 |
Vim | 0/366 |
Life | -660/3510 |
Stamina | 672/672 |
Healing Factor | 0.34764227642276 |
Regeneration | 3.0244878048781 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +36% |
Spell | 0% |
Global | +140% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 8 |
See Stealth | 9 |
See Invisible | 7 |
Offense: Mainhand
Damage | 51 |
Accuracy | 62 |
Crit Chance | 54% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 84 |
Crit Chance | 52% |
Speed | 1 |
Offense: Mind
Mindpower | 65.3 |
Crit Chance | 49% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 45.141666666667 |
Ranged Defense | 46.475 |
Fatigue | 0 |
Physical Save | 38.7 |
Spell Save | 64.3 |
Mental Save | 68.2125 |
Defense: Resistances
All | + 72%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 100% |
Teleport Resistance | 15% |
Instadeath Resistance | 100% |
Silence Resistance | 88% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 289 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 175 damage for 25 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Meta | 1.30 |
| 6/5 |
| 8/5 |
| 5/5 |
| 8/5 |
Spell / Ice | 1.30 |
| 5/5 |
| 7/5 |
| 1/5 |
| 8/5 |
Spell / Temporal | 1.50 |
| 5/5 |
| 8/5 |
| 1/5 |
| 8/5 |
Corruption / Bone | 1.20 |
| 8/5 |
| 1/5 |
| 8/5 |
| 8/5 |
Spell / Air | 1.30 |
| 8/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.50 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Spell / Phantasm | 1.30 |
| 8/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 8/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 1/5 |
| 6/5 |
| 5/5 |
| 7/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 5/5 |
| 1/5 |
| 8/5 |
| 7/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 8/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 8/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 7/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 3/5 |
| 8/5 |
| 7/5 |
| 0/5 |
Technique / Conditioning | 0.80 |
| 8/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 8/5 |
| 0/5 |
Effects
talent | Bone Shield |
talent | Elemental Harmony |
talent | Chant of Resistance |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The time distortion has created a restoration field, healing the target for 255 each turn. Temporal Restoration Field |
beneficial effect | The target is recovering 109 life each turn. Recovery |
detrimental effect | Target is infected with a corrosive worm doing 67.91 acid damage per turn. Corrosive Worm |
detrimental effect | The target's physical resistance has been reduced by -5%. Weakened Defenses |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 21% feedback damage from all damage done. Empathic Hex |
detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target's spellpower has been increased by 60. Spellsurge |
detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 6. Illness |
detrimental effect | The target is infected by a disease, doing 207.18 blight damage per turn and reducing healing received by 77%. EpidemicEach non-disease blight damage done to it will spread the disease. |
beneficial effect | Increases all resists by 25%. Elemental Harmony |
detrimental effect | The target is blinded, unable to see anything. Blinded |
beneficial effect | The target assumes the form of a shivgoroth. Shivgoroth Form |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You met an old librarian, who asked you to recover an ancient tome for him. Compile the PastHe promised to reward you plenty and mentioned, that the Mines of Migron might be a good place to start looking. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * You've found the needed red crystal shard. * You've found the needed pouch of bone giant dust. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed chunk of ghoul flesh. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge MazeYou failed to escort Raimundus safely to the Bazaar. The poor chap died on the way. | failed |
Equipment
On feet | Erelaleg (4 def, 5 armour) Erelaleg (4 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +1% Changes stats: +3 Wil / +3 Con Changes resistances: +7% acid / +23% temporal / +14% darkness / +10% lightning / +3% mind / +7% fire / +5% arcane / +6% cold Changes resistances penetration: +6% physical / +12% darkness / +12% temporal Mental save: +10 (+2 eff.) Silence immunity: +24% Confusion immunity: +24% Stun/Freeze immunity: +26% Teleport immunity: +15% Mindpower: +4 (+1 eff.) Defense after a teleport: +24 Resist all after a teleport: +16% New effects duration reduction after a teleport: +32% It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 1.0 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | brass lantern 'Corruptionhunter' brass lantern 'Corruptionhunter'Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 nature Changes resistances: +6% cold / +3% nature / +6% temporal Changes resistances penetration: +5% arcane / +10% nature Changes damage: +3% arcane Physical save: +7 (+3 eff.) Mental save: +6 (+2 eff.) Light radius: +2 See stealth: +9 See invisible: +7 Healing mod.: +12% Defense after a teleport: +12 Resist all after a teleport: +12% New effects duration reduction after a teleport: +14% 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 | Emelrabeth the Sparkvortex (1 def, 0 armour) Emelrabeth the Sparkvortex (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 8 lightning Changes stats: +4 Wil / +4 Mag Changes resistances: +7% cold / +6% fire Changes resistances penetration: +20% lightning / +20% mind Changes damage: +5% temporal / +5% light / +5% darkness / +6% mind / +3% physical Spellpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
Tool | Blazerend (dig speed 4 turns) Blazerend (dig speed 4 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +9% acid / +16% darkness / +6% cold / +11% nature / +3% fire Changes damage: +7% fire / +6% nature / +7% mind Damage affinity(heal): +15% darkness Reduces incoming crit damage: 10.00% Spell save: +10 (+2 eff.) Mental save: +32 (+8 eff.) Maximum life: +47.00 Maximum stamina: +35.00 Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | stralite ring 'Zuberenor' stralite ring 'Zuberenor'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +22 (+7 eff.) Changes resistances: +32% darkness / +9% temporal Changes damage: +16% darkness Mental save: +10 (+2 eff.) Silence immunity: +40% Confusion immunity: +40% Mana each turn: +0.30 Maximum hate: +4.00 Maximum psi: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Movement speed: +36% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 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 23% for 5 turns. Rings can have magical properties. |
On fingers | Glatira the Lightningbraze Glatira the LightningbrazePowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +13 (+6 eff.) Effects on melee hit: * 30% chance to daze * 19% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 20 bleed Damage when hit (Melee): 20 darkness / 16 nature Changes stats: +10 Str / +10 Dex / +20 Cun / +15 Con Changes resistances: +19% blight / +36% cold / +6% darkness Changes resistances penetration: +15% lightning / +5% nature / +5% darkness Changes damage: +19% blight / +18% cold / +6% nature Spell save: +20 (+5 eff.) Stun/Freeze immunity: +43% Life regen: +4.80 Hate when firing a critical mind attack: +3.00 Maximum stamina: +33.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
Around waist | Lightprophet the rough leather belt Lightprophet the rough leather beltPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Dex / +2 Mag / +4 Cun / +6 Lck Changes resistances: +12% nature / +3% light Trap disarming bonus: +8 Stealth bonus: +7 Maximum encumbrance: +22 Physical save: +7 (+3 eff.) Mana each turn: +0.16 Maximum mana: +27.00 Mindpower: +4 (+1 eff.) Light radius: +3 Infravision radius: +4 A belt that goes around your waist. |
In main hand | Amemas the Airwing (20-24 power, 4 apr, lightning element) Amemas the Airwing (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +19 (+6 eff.) Damage (Melee): 7 % chance of confusion Damage when hit (Melee): 8 mind Changes resistances: +6% lightning Changes resistances penetration: +5% lightning Changes damage: +38% lightning / +6% mind Talent granted: +1 Command Staff Mana each turn: +0.37 Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +130.00 Spellpower: +22 (+4 eff.) Spell crit. chance: +3% Mental crit. chance: +3% Damage Shield penetration: +34% It can be used to conjure elemental energy in a radius 6 cone, dealing 54.84 - 65.81 lightning damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | Runirand the Dawnsaw (0 def, 5 armour) Runirand the Dawnsaw (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +7 (+4 eff.) Armour: +5 Effects on melee hit: * 15% chance to blind Changes stats: +3 Str / +4 Dex / +1 Cun / +1 Con Changes damage: +9% light Reduces incoming crit damage: 10.00% Mental save: +7 (+2 eff.) Maximum life: +40.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | linen robe 'Starwild' (0 def, 0 armour) linen robe 'Starwild' (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 nature / 4 light Changes stats: +3 Mag / +3 Wil / +4 Cun Changes resistances: +12% light Changes resistances penetration: +15% light Changes damage: +8% darkness / +14% light / +12% arcane / +7% all Critical mult.: +12.00% Silence immunity: +24% Spellpower on spell critical (stacks up to 3 times): +3 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 Maximum mana: +30.00 Spellpower: +26 (+5 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Neriyassra the Corruptionslice (6 def, 0 armour) Neriyassra the Corruptionslice (6 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +17 (+4 eff.) Defense: +6 (+2 eff.) Fatigue: -5% Effects on melee hit: * Slows global speed by 15% * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes stats: +2 Cun / +2 Dex Changes resistances: +12% fire / +13% light / +12% temporal Changes resistances penetration: +15% nature / +5% temporal Stealth bonus: +7 Maximum life: +44.00 Maximum stamina: +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | steel amulet 'Hygadig' steel amulet 'Hygadig'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +12 Physical crit. chance: +8.0% Fatigue: -6% Damage (Melee): 18 light / 18 darkness Effects when hit in melee: * 15% chance to inflict damage reduction * 16% chance to blind Damage when hit (Melee): 4 arcane Changes stats: +7 Str / +6 Dex / +3 Mag / +7 Wil / +1 Cun Changes resistances: +3% acid Changes damage: +17% light / +18% darkness Critical mult.: +33.00% Reduces incoming crit damage: 15.00% Spell save: +26 (+6 eff.) Life regen: +1.90 Mana each turn: +0.30 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +35.00 Amulets can have magical properties. |
Inventory
healing infusion of the psychic (heal 294) healing infusion of the psychic (heal 294)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 294 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 460 over 5 turns) regeneration infusion of the wizard (heal 460 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 460 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 444 over 5 turns) regeneration infusion of the wizard (heal 444 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 444 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 26%; cure mental)wild infusion (resist 26%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 26% for 8 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 26%; cure magical, mental) wild infusion of the wizard (resist 26%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. biting gale rune of the warrior (186 cold damage; 41 apply power)biting gale rune of the warrior (186 cold damage; 41 apply power) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 185.75 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 41. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (1134% regen over 10 turns; 57 instant mana) manasurge rune of the sneak (1134% regen over 10 turns; 57 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1134% over 10 turns and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 95)teleportation rune (range 95) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 95 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune (radius 13; dur 28; see animal)vision rune (radius 13; dur 28; see animal) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 27) for 28 turns. Your mind will become more receptive for 28 turns, allowing you to sense any animal around. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. Coalpiercer the copper amuletCoalpiercer the copper amulet Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +6 (+3 eff.) Damage when hit (Melee): 12 arcane / 4 darkness Changes stats: +2 Wil Changes resistances: +14% temporal / +22% light / +13% darkness Changes resistances penetration: +5% darkness Changes damage: +15% darkness / +6% physical Talent masteries: +0.16 Technique / Conditioning +0.16 Spell / Phantasm Critical mult.: +12.00% Mental save: +7 (+2 eff.) Blindness immunity: +42% Confusion immunity: +13% Pinning immunity: +25% Knockback immunity: +25% Mindpower: +7 (+2 eff.) Light radius: +3 Infravision radius: +4 Sight radius: +2 See invisible: +7 Combat speed: +10% Amulets can have magical properties. |
Mysterious Symbol Mysterious SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
Odd Symbol Odd SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
Siliwe the Dazzleshear Siliwe the DazzleshearPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +4 Cun / +4 Con Changes resistances: +9% light Changes resistances penetration: +10% light / +5% arcane Changes damage: +3% light Teleport immunity: +50% Life regen: +0.50 Stamina each turn: +0.50 Light radius: +3 Movement speed: +10% It can be used to teleport you randomly (rad 33), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. BelanaribarBelanaribar Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +19 (+5 eff.) Physical crit. chance: +4.0% Physical power: +29 (+11 eff.) Defense: +20 (+7 eff.) Changes stats: +3 Str / +10 Dex / +20 Cun / +3 Con Changes damage: +7% all Reduces incoming crit damage: 10.00% Silence immunity: +43% Disarm immunity: +50% Pinning immunity: +48% Stun/Freeze immunity: +40% Knockback immunity: +49% Life regen: +4.00 Mana each turn: +0.40 Maximum life: +50.00 Spellpower: +27 (+5 eff.) Mindpower: +31 (+8 eff.) Healing mod.: +10% Rings can have magical properties. |
Nimbusrain NimbusrainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Wil / +5 Mag Changes resistances: +13% acid / +3% blight / +10% fire / +13% lightning / +13% cold Changes resistances penetration: +25% lightning Changes damage: +9% blight / +9% lightning Blindness immunity: +51% Spellpower: +7 (+1 eff.) Infravision radius: +8 See stealth: +17 See invisible: +18 Rings can have magical properties. |
wizard's steel ring of arcana(+0.17/turn) wizard's steel ring of arcana(+0.17/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Silence immunity: +22% Mana each turn: +0.17 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. quick iron battleaxe of purging (13.5-20.25 power, 1 apr)quick iron battleaxe of purging (13.5-20.25 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.5 - 20.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 111% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +10 nature When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +5 Dex Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. elemental dwarven-steel dagger of evisceration (17-22.1 power, 7 apr)elemental dwarven-steel dagger of evisceration (17-22.1 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +9.0% Physical power: +8 (+4 eff.) Changes resistances penetration: +11% acid / +11% fire / +10% cold / +11% lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. elemental voratun dagger of ruin (36.5-47.45 power, 9 apr)elemental voratun dagger of ruin (36.5-47.45 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour penetration: +12 Physical crit. chance: +12.0% Changes resistances penetration: +12% acid / +12% fire / +14% cold / +14% lightning Critical mult.: +16.00% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. glacial stralite dagger (29.5-38.35 power, 9 apr)glacial stralite dagger (29.5-38.35 power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Burst (radius 2) on crit: +20 ice When wielded/worn: Armour: +11 Changes resistances penetration: +11% cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful steel dagger of massacre (20.5-26.65 power, 6 apr)hateful steel dagger of massacre (20.5-26.65 power, 6 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 20.5 - 26.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +9% Living Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Shockpride the dwarven-steel greatmaul (42-63 power, 2 apr)Shockpride the dwarven-steel greatmaul (42-63 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage (Melee): +39 temporal / +36 nature Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +20 fire When wielded/worn: Accuracy: +30 (+8 eff.) Armour penetration: +16 Physical crit. chance: +16.0% Armour: +4 Defense: +16 (+5 eff.) Effects on melee hit: * 30% chance to daze Changes stats: +7 Str Changes resistances: +10% all Changes resistances penetration: +16% fire / +16% nature / +10% mind Changes damage: +9% lightning / +16% physical Critical mult.: +21.00% Disarm immunity: +53% Stun/Freeze immunity: +10% Teleport immunity: +20% Stamina when hit: +3.00 Global speed: +6% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Earthraider the steel greatsword (24-38.4 power, 2 apr)Earthraider the steel greatsword (24-38.4 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 20% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +16 lightning / +14 darkness / +17 blight / +19 cold / +4 nature Damage against: +13% Living When wielded/worn: Accuracy: +39 (+10 eff.) Defense: +13 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +11 Str / +4 Wil / +2 Cun Changes damage: +26% physical Grants telepathy: Dragon Mental save: +6 (+2 eff.) Disarm immunity: +39% Stamina when hit: +4.00 Mental crit. chance: +3% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. chilling voratun greatsword of crippling (59-94.4 power, 4 apr)chilling voratun greatsword of crippling (59-94.4 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.0 - 94.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +42 cold When wielded/worn: Physical crit. chance: +21.0% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. blazebringer's elm longbow of natureblazebringer's elm longbow of nature Requires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +11 nature / +11 fire When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +7% nature / +7% fire Global speed: +2% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. ranger's yew longbow of natureranger's yew longbow of nature Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +19 nature When wielded/worn: Changes stats: +5 Dex Changes resistances: +7% all Changes resistances penetration: +8% nature Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. runic dragonbone longbow of true flightrunic dragonbone longbow of true flight Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +14.0% Changes stats: +7 Mag Changes damage: +15% arcane Spellpower: +13 (+3 eff.) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. elemental steel longsword of crippling (17.5-24.5 power, 3 apr)elemental steel longsword of crippling (17.5-24.5 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +9.0% Changes resistances penetration: +11% acid / +11% fire / +11% cold / +10% lightning Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's steel longsword (15-21 power, 3 apr)plaguebringer's steel longsword (15-21 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 11% chance to disease Damage (Melee): +11 blight When wielded/worn: Disease immunity: +18% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's steel longsword of shearing (15.5-21.7 power, 3 apr)warbringer's steel longsword of shearing (15.5-21.7 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +9 Physical power: +9 (+4 eff.) Changes stats: +4 Con Changes resistances penetration: +17% physical Changes damage: +9% physical Disarm immunity: +20% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's stralite longsword (33.5-46.9 power, 5 apr)warbringer's stralite longsword (33.5-46.9 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +13 (+6 eff.) Changes stats: +6 Con Changes resistances penetration: +13% physical Disarm immunity: +28% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's iron mace of corruption (13.5-18.9 power, 2 apr)plaguebringer's iron mace of corruption (13.5-18.9 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 8% chance to inflict damage reduction * 8% chance to disease * 20% chance to curse the target Damage (Melee): +8 blight When wielded/worn: Disease immunity: +15% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. steel mace of disruption (15.5-21.7 power, 3 apr)steel mace of disruption (15.5-21.7 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +15% Unnatural Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Cloudcrack the pulsing mindstar (13-14.3 power, 32 apr, nature damage)Cloudcrack the pulsing mindstar (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. This honing mindstar will focus other psionic mindstars. This natural lightning should be returned to the wyrm. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn Burst (radius 2) on crit: +8 arcane / +4 temporal When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn * 15% chance to daze Damage when hit (Melee): 17 lightning / 8 temporal / 6 darkness / 4 arcane / 8 mind Changes stats: +4 Str / +4 Dex / +4 Mag / +8 Wil / +8 Cun / +2 Con Changes resistances: +11% lightning / +9% physical / +16% nature / +3% temporal Changes resistances penetration: +17% lightning / +9% physical / +14% nature Changes damage: +20% lightning / +9% physical / +9% darkness / +9% mind / +18% nature / +9% acid Talent mastery: +0.40 Wild-gift / Harmony Life regen: +1.10 Equilibrium when hit: +6.00 Maximum life: +42.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% 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. epiphanous thorny mindstar of frost (7-7.7 power, 24 apr, mind damage)epiphanous thorny mindstar of frost (7-7.7 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural frost should be returned to the wyrm. Base power: 7.0 - 7.7 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +8 Damage when hit (Melee): 14 ice Changes resistances: +11% cold Changes resistances penetration: +14% cold Changes damage: +13% mind / +14% cold Psi when firing a critical mind attack: +0.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +7% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. purifying pulsing mindstar of clarity (14-15.4 power, 32 apr, mind damage)purifying pulsing mindstar of clarity (14-15.4 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This purifying mindstar will cleanse other mindstars. Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +0 Effects when hit in melee: * 17 arcane resource burn Changes resistances: +9% arcane Changes resistances penetration: +6% arcane Changes damage: +6% arcane Mental save: +7 (+2 eff.) Psi when firing a critical mind attack: +0.00 Maximum psi: +42.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to activate talent Destroy Magic, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 61%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. 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. halfling drakeskin leather sling of true flighthalfling drakeskin leather sling of true flight Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +13.0% Changes damage: +21% physical Talents cooldown: Multishot (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. mighty cured leather sling of powermighty cured leather sling of power Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +9 (+4 eff.) Changes stats: +4 Str Changes resistances penetration: +14% physical Changes damage: +14% physical Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. mighty rough leather sling of dampeningmighty rough leather sling of dampening Requires: - Dexterity 11 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 When wielded/worn: Physical power: +7 (+4 eff.) Changes stats: +3 Str Changes resistances: +9% acid / +9% fire / +9% cold / +9% lightning Spell save: +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+4 eff.) It can be used to activate talent Arcane Supremacy (costing 18 power out of 20/20) : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
This item will automatically be transmogrified when you leave the level. elm vilestaff of wizardry (10-12 power, 2 apr, darkness element)elm vilestaff of wizardry (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. 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 stats: +2 Wil / +2 Mag Changes damage: +10% darkness Talent granted: +1 Command Staff Maximum mana: +28.00 Spellpower: +7 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ethereal yew magestaff of projection (20-24 power, 4 apr, cold element)ethereal yew magestaff of projection (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +19 (+6 eff.) Damage (Melee): 9 % chance of confusion Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower: +19 (+4 eff.) Spell crit. chance: +7% Damage Shield penetration: +34% It can be used to project a bolt from the staff (to range 8) dealing 54.84 - 65.81 cold damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. greater elven-wood starstaff of channeling (25-30 power, 5 apr, darkness element)greater elven-wood starstaff of channeling (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% light / +25% temporal / +25% darkness / +25% physical Talent granted: +1 Command Staff Mana each turn: +0.31 Spellpower: +35 (+7 eff.) Spell crit. chance: +4% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. infernal ash vilestaff of breaching (15-18 power, 3 apr, acid element)infernal ash vilestaff of breaching (15-18 power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 23 fire Changes resistances penetration: +8% acid Changes damage: +15% acid Talent granted: +1 Command Staff Critical mult.: +22.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +2% See invisible: +11 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magewarrior's short dragonbone starstaff of greater warding (30-36 power, 6 apr, physical element)magewarrior's short dragonbone starstaff of greater warding (30-36 power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +10.0% Physical power: +13 (+6 eff.) Armour: +12 Defense: +12 (+4 eff.) Maximum wards: +3 physical Changes damage: +30% physical Talents granted: +1 Command Staff +5 Ward Critical mult.: +14.00% Spellpower: +25 (+5 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Gloomstun (18-25.2 power, 2 apr)Gloomstun (18-25.2 power, 2 apr) Requires: - Strength 11 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Lightning Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +8 mind / +8 temporal / +8 nature / +4 physical Burst (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Physical power: +7 (+4 eff.) Damage when hit (Melee): 20 darkness Changes stats: +3 Str / +4 Con Changes resistances penetration: +10% lightning / +14% physical / +7% mind / +12% darkness Changes damage: +14% physical Physical save: +3 (+1 eff.) Disarm immunity: +14% Stamina when hit: +0.80 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. blazebringer's steel waraxe (11-15.4 power, 3 apr)blazebringer's steel waraxe (11-15.4 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Burst (radius 2) on crit: +11 fire When wielded/worn: Changes resistances penetration: +9% fire Global speed: +3% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. inquisitor's iron waraxe of crippling (11-15.4 power, 2 apr)inquisitor's iron waraxe of crippling (11-15.4 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 13 arcane resource burn On weapon crit: * cripple the target * burns latent spell energy When wielded/worn: Physical crit. chance: +7.0% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Beryruintir (15 def, 0 armour)Beryruintir (15 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +15 (+5 eff.) Ranged Defense: +2 (+1 eff.) Damage when hit (Melee): 16 mind Changes stats: +10 Cun / +9 Dex Changes resistances: +28% lightning / +24% light / +52% fire / +6% nature / +27% acid / +3% physical / +34% cold / +3% mind / +17% darkness Changes resistances penetration: +20% darkness Changes damage: +16% darkness Stealth bonus: +32 Mental save: +20 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. linen cloak of implacability (1 def, 0 armour)linen cloak of implacability (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Physical save: +7 (+3 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -50.00 life 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. cashmere robe of life (2 def, 0 armour)cashmere robe of life (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +14% blight Life regen: +4.00 Maximum life: +70.00 Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. fearwoven linen robe of power (0 def, 0 armour)fearwoven linen robe of power (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances penetration: +7% darkness / +8% physical Changes damage: +8% physical / +8% darkness / +8% all Maximum hate: +7.00 Spellpower: +12 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. linen robe of Linaniil (0 def, 0 armour)linen robe of Linaniil (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Mana each turn: +0.16 Maximum mana: +52.00 Spellpower: +18 (+4 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. slimy woollen robe of life (0 def, 0 armour)slimy woollen robe of life (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 5% * 6 arcane resource burn Changes resistances: +11% blight Life regen: +3.20 Maximum life: +48.00 Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven elven-silk robe of darkness (+30%) (5 def, 0 armour)spellwoven elven-silk robe of darkness (+30%) (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +30% darkness Changes damage: +20% darkness Spell save: +30 (+8 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. tormentor's woollen robe of alchemy (0 def, 0 armour)tormentor's woollen robe of alchemy (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Cun Changes resistances: +14% acid / +14% physical / +13% cold / +13% fire Changes damage: +9% acid / +9% physical / +9% cold / +9% fire Talent cooldown: Refit Golem (-4 turns) Critical mult.: +14.00% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant linen robe of alchemy (0 def, 0 armour)verdant linen robe of alchemy (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +4 Con Changes resistances: +12% acid / +11% physical / +12% cold / +12% fire Changes damage: +7% acid / +7% physical / +7% cold / +8% nature / +7% fire Talent cooldown: Refit Golem (-3 turns) Poison immunity: +25% Disease immunity: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Belendil the pair of voratun boots (0 def, 5 armour)Belendil the pair of voratun boots (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Dex / +5 Mag / +4 Cun Changes resistances: +27% temporal / +29% darkness / +5% arcane Changes resistances penetration: +15% acid / +20% temporal / +18% darkness Changes damage: +3% mind / +9% acid Physical save: +15 (+5 eff.) Spell save: +22 (+6 eff.) Mental save: +14 (+4 eff.) Silence immunity: +50% Confusion immunity: +48% Stun/Freeze immunity: +41% Psi when hit: +0.08 Maximum hate: +4.00 Maximum psi: +20.00 Spellpower: +6 (+1 eff.) Lowers spell cool-downs by: 10% Mental crit. chance: +1% Movement speed: +20% Heals friendly targets nearby when you use a nature summon: +20 Defense after a teleport: +26 Resist all after a teleport: +17% New effects duration reduction after a teleport: +30% It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of dwarven-steel boots of spellbinding (0 def, 4 armour) blood-soaked pair of dwarven-steel boots of spellbinding (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +3 (+2 eff.) Armour: +4 Fatigue: +3% Changes stats: +3 Mag Spell save: +6 (+2 eff.) Lowers spell cool-downs by: 10% 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. invigorating pair of rough leather boots of strife (0 def, 1 armour)invigorating pair of rough leather boots of strife (0 def, 1 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes stats: +3 Wil / +3 Con Changes resistances penetration: +6% physical Stamina each turn: +0.40 Maximum life: +36.00 Mindpower: +4 (+1 eff.) Movement speed: +10% It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. undeterred pair of rough leather boots of invasion (0 def, 1 armour)undeterred pair of rough leather boots of invasion (0 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+2 eff.) Armour: +1 Fatigue: +1% Changes resistances penetration: +7% physical Silence immunity: +26% Confusion immunity: +26% Stun/Freeze immunity: +26% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat of the Brotherhood (2 def, 0 armour)cashmere wizard hat of the Brotherhood (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Con / +5 Mag Changes damage: +13% arcane It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 6.5 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. leafwalker's rough leather cap of the bounder (0 def, 1 armour)leafwalker's rough leather cap of the bounder (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Str / +6 Dex Changes resistances: +7% nature Spell save: +5 (+1 eff.) Maximum life: +54.00 Healing mod.: +14% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Poluvea the Duathellord (3 def, 28 armour)Poluvea the Duathellord (3 def, 28 armour) Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +28 Defense: +3 (+1 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 10 light / 8 arcane / 4 darkness Changes stats: +7 Cun / +10 Wil Changes resistances: +45% acid / +8% physical / +37% darkness / +22% blight / +20% cold / +10% fire / +10% lightning Changes resistances penetration: +5% darkness Changes damage: +3% darkness / +12% arcane Allows you to breathe in: water Physical save: +10 (+4 eff.) Mental save: +19 (+5 eff.) Life regen: +2.80 Maximum life: +76.00 Light radius: +2 Healing mod.: +22% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. searing dwarven-steel mail armour of delving (3 def, 8 armour)searing dwarven-steel mail armour of delving (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Damage (Melee): 17 acid / 15 fire Damage when hit (Melee): 13 acid / 13 fire Changes stats: +7 Str Changes resistances: +22% acid / +22% fire / +16% darkness / +11% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked steel mail armour of the deep (2 def, 9 armour)spiked steel mail armour of the deep (2 def, 9 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 14 physical Changes resistances: +9% acid / +9% cold Allows you to breathe in: water A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Bleaktrial (13 def, 11 armour)Bleaktrial (13 def, 11 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+4 eff.) Armour: +11 Defense: +13 (+4 eff.) Fatigue: +8% Changes stats: +12 Str / +7 Dex Changes resistances: +13% acid / +9% physical / +9% darkness / +37% cold / +27% lightning Changes damage: +3% mind Allows you to breathe in: water Critical mult.: +23.00% Physical save: +39 (+13 eff.) Mental save: +6 (+2 eff.) Life regen: +2.80 Psi when hit: +0.16 Hate when firing a critical mind attack: +1.00 Maximum life: +88.00 Mindpower: +10 (+2 eff.) Healing mod.: +26% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. marauder's cured leather armour of resilience (8 def, 4 armour)marauder's cured leather armour of resilience (8 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Fatigue: +7% Changes stats: +6 Str / +6 Dex Physical save: +11 (+4 eff.) Maximum life: +36.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. nimble drakeskin leather armour of command (29 def, 18 armour)nimble drakeskin leather armour of command (29 def, 18 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +29 (+10 eff.) Ranged Defense: +16 (+5 eff.) Fatigue: +8% Changes stats: +5 Dex / +6 Cun Mental save: +25 (+6 eff.) Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. tempestuous reinforced leather armour of Eyal (21 def, 7 armour)tempestuous reinforced leather armour of Eyal (21 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +21 (+7 eff.) Ranged Defense: +17 (+6 eff.) Fatigue: +8% Damage (Melee): 9 lightning Damage (Ranged): 9 lightning Changes resistances: +23% lightning / +18% cold Life regen: +3.40 Maximum life: +88.00 Healing mod.: +26% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. volcanic cured leather armour of alacrity (2 def, 13 armour)volcanic cured leather armour of alacrity (2 def, 13 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +7% Damage (Melee): 7 fire Damage (Ranged): 7 fire Changes resistances: +18% physical / +18% fire Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Xorin the steel plate armour (13 def, 33 armour)Xorin the steel plate armour (13 def, 33 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +33 Defense: +13 (+4 eff.) Fatigue: +22% Changes stats: +4 Dex / +3 Mag / +3 Cun Changes resistances: +8% acid / +7% physical / +9% cold / +29% fire / +7% mind / +9% lightning Mental save: +29 (+7 eff.) Life regen: +2.20 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +100.00 Infravision radius: +2 See invisible: +12 Healing mod.: +18% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. impervious steel shield of radiance (6 def, 9 armour, 104 block)impervious steel shield of radiance (6 def, 9 armour, 104 block) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +9 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects when hit in melee: * 15% chance to blind Changes stats: +10 Con / +3 Mag Changes resistances: +14% light Talent granted: +2 Block Physical save: +9 (+3 eff.) Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. warded steel shield of radiance (6 def, 2 armour, 39.5 block)warded steel shield of radiance (6 def, 2 armour, 39.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects when hit in melee: * 22% chance to blind Changes stats: +5 Con / +3 Mag Changes resistances: +13% light Maximum wards: +3 lightning / +3 temporal / +3 blight / +3 fire / +3 cold Talents granted: +2 Block +1 Ward Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. acidic quiver of yew arrows of accuracy (0/20, 33-46.2 power, 10 apr)acidic quiver of yew arrows of accuracy (0/20, 33-46.2 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.0 - 46.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +16 Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 20 On weapon crit: * splashes the target with acid Damage (Ranged): +13 acid Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. elemental quiver of dragonbone arrows of warping (20/20, 51-71.4 power, 18 apr)elemental quiver of dragonbone arrows of warping (20/20, 51-71.4 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 51.0 - 71.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 20 On weapon hit: * Random elemental explosion * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +19 physical / +20 temporal Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. elemental quiver of elven-wood arrows of corruption (21/21, 43.5-60.9 power, 14 apr)elemental quiver of elven-wood arrows of corruption (21/21, 43.5-60.9 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 43.5 - 60.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 21 On weapon hit: * Random elemental explosion * 20% chance to curse the target Damage (Ranged): +14 blight / +13 darkness Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful quiver of dragonbone arrows of gravity (21/21, 50-70 power, 18 apr)hateful quiver of dragonbone arrows of gravity (21/21, 50-70 power, 18 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 50.0 - 70.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 21 On weapon hit: * 10% chance to crush the target Damage (Ranged): +20 gravity / +30 darkness Damage against: +20% Living Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. 53 alchemist agate53 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. Mummified Egg-sac of UngolëMummified Egg-sac of Ungolë Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 72 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 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. hateful pouch of steel shots of crippling (9/15, 20-24 power, 2 apr)hateful pouch of steel shots of crippling (9/15, 20-24 power, 2 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +13.5% Capacity: 15 On weapon crit: * cripple the target Damage (Ranged): +12 darkness Damage against: +10% Living Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Adildamira the voratun torque of psychoportation [power 111] (60 cooldown)Adildamira the voratun torque of psychoportation [power 111] (60 cooldown) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 12 arcane Changes resistances: +5% arcane / +9% blight Changes resistances penetration: +10% arcane / +5% blight Changes damage: +15% arcane / +6% blight Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +5 Telekinetic Blast +5 Silence It can be used to teleport randomly (rad 111), putting all charms on cooldown for 60 turns. When used: 200% chance to regenerate 23 hate. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. Gloommistress [power 2] (8 cooldown)Gloommistress [power 2] (8 cooldown) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 21 blight Changes resistances: +6% blight Maximum wards: +5 physical / +7 mind / +9 darkness Changes resistances penetration: +20% darkness Changes damage: +6% darkness / +21% blight Talents cooldown: Telekinetic Blast (+5 turn) Silence (+10 turn) Talents granted: +5 Telekinetic Blast +9 Silence +2 Ward It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 6 hate. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. rushing elm totem of thorny skin [power 18] (18 cooldown)rushing elm totem of thorny skin [power 18] (18 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Talent granted: +2 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 18 and armour hardiness by 30%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. citrinecitrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Pew pew the Homosuperior Archmage level 10
74th Pyre 122nd year of Ascendancy at 17:37 see stats
By Pew pew the Homosuperior Archmage level 20
77th Pyre 122nd year of Ascendancy at 09:54 see stats
By Pew pew the Homosuperior Archmage level 30
78th Pyre 122nd year of Ascendancy at 20:22 see stats
By Pew pew the Homosuperior Archmage level 40
10th Mirth 122nd year of Ascendancy at 05:48 see stats
By Pew pew the Homosuperior Archmage level 50
1st Dusk 122nd year of Ascendancy at 06:13 see stats
By Pew pew the Homosuperior Archmage level 8
74th Pyre 122nd year of Ascendancy at 17:37 see stats
By Pew pew the Homosuperior Archmage level 46
10th Flare 122nd year of Ascendancy at 19:28 see stats
By Pew pew the Homosuperior Archmage level 15
76th Pyre 122nd year of Ascendancy at 12:51 see stats
By Pew pew the Homosuperior Archmage level 37
9th Mirth 122nd year of Ascendancy at 17:27 see stats
Log
Pew pew shrugs off the critical damage!
Something performs a melee critical strike against Pew pew!
Pew pew shrugs off the critical damage!
Pew pew's Flame has been burned!
Pew pew damages himself through Martyrdom!
Pew pew HEALS from darkness damage!
Pew pew HEALS from cold damage!
Something hits Pew pew for 213 physical, 5 arcane, 1 lightning, 0 temporal, 1 light, 1 nature, 0 darkness, 0 arcane, 0 mind, 228 physical, 4 blight, , 1 nature, 1 lightning, 0 temporal, 1 light, 1 nature, 0 darkness, 0 arcane, 0 mind, 197 physical, 5 arcane, 1 lightning, 0 temporal, 1 light, 1 nature, 0 darkness, 0 arcane, 0 mind, 4 arcane, 264 physical, 4 blight, , 1 nature, 1 lightning, 0 temporal, 1 light, 1 nature, 0 darkness, 0 arcane, 0 mind, 170 physical, 5 arcane, 1 lightning, 0 temporal, 1 light, 1 nature, 0 darkness, 0 arcane, 0 mind, 201 physical, 4 blight, , 1 nature, 1 lightning, 0 temporal, 1 light, 1 nature, 0 darkness, 0 arcane, 0 mind, 171 physical, 5 arcane, 1 lightning, 0 temporal, 1 light, 1 nature, 0 darkness, 0 arcane, 0 mind, 4 arcane, 261 physical, 4 blight, , 1 nature, 1 lightning, 0 temporal, 1 light, 1 nature, 0 darkness, 0 arcane, 0 mind (1778 total damage).
Pew pew hits Something for 5 lightning, 3 temporal, 12 light, 12 nature, , , 7 darkness, 1 arcane, 2 mind, 5 lightning, 3 temporal, 12 light, 12 nature, , , 7 darkness, 1 arcane, 2 mind, 5 lightning, 3 temporal, 12 light, 12 nature, , , 7 darkness, 1 arcane, 2 mind, 5 lightning, 3 temporal, 12 light, 12 nature, , , 7 darkness, 1 arcane, 2 mind, 5 lightning, 3 temporal, 12 light, 12 nature, , , 7 darkness, 1 arcane, 2 mind, 5 lightning, 3 temporal, 12 light, 12 nature, , , 7 darkness, 1 arcane, 2 mind, 5 lightning, 3 temporal, 12 light, 12 nature, , , 7 darkness, 1 arcane, 2 mind, 5 lightning, 3 temporal, 12 light, 12 nature, , , 7 darkness, 1 arcane, 2 mind (330 total damage).
Pew pew hits Something for 7 lightning, 5 temporal, 19 light, 27 nature, , , 5 darkness, 3 arcane, 6 mind (71 total damage).
Something hits Pew pew for 33 acid, 5 acid, 21 darkness, 4 lightning, 5 fire, 5 cold, 1 healing, 24 mind, , 1 lightning, 1 temporal, 2 light, 3 nature, 1 darkness, 0 arcane, 1 mind (107 total damage) [1 healing].
Something drains life from Pew pew!
Something hits Pew pew for 62 fire damage.
Something receives 6 healing from Pew pew.
Pew pew damages himself through Martyrdom!
Something hits Pew pew for 0 physical damage.
Something hits Pew pew for 0 physical damage.
Pew pew uses One with Nature.
Pew pew uses Infusion: Healing.
Pew pew is no longer poisoned.
Pew pew receives 14 healing from Infusion: Healing.
Ran for 2 turns (stop reason: taken damage).
Something hits Pew pew for 215 blight damage.
Something performs a melee critical strike against Pew pew!
Pew pew shrugs off the critical damage!
Pew pew's Bone Grab has been burned!
Something performs a melee critical strike against Pew pew!
Pew pew shrugs off the critical damage!
Saving game...