Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. 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. The Crucible 1.3.1As I'm bad at descriptions, heres the in-game description that you'll get whenever you want to forge an item for more information; This process will transplant all egos from the 2 altars on the outside, onto the center item. This process will use Fortress energy. (Ranged weapons of any sort (including ammo) is not recommended, but not disallowed. Use at your own risk.) Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Nur Kit 1.3.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. 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. 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: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. QuickTome: Arena Skip 1.3.1 Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. Protos race 0.1 1.2.5Protos race. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Multi-Class Challenge 1.3.1Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! 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. 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. Alternate Talent Requirements 1.3.1Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Stop Hitting Yourself! 1.3.0Gives you a chance of dodging your own arrows or sling shots based on your Danger Sense talent level. Useful for archery-using characters (other than Archers, who are already protected by Shoot Down) against monsters that can pull you to themselves and into the path of your own in-transit missile. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Item Link Verification 1.0.1Simple addon to request confirmation before linking items into chat. 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. Steamtech UI 1.1.4 New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Allow Respec Anywhere 1.2.3Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Items Vault 1.3.0Donators/Buyers bonus! Furrae Race 1.2.0Adds new races to take your game in different directions. Feline: Lucky and agile warriors that prefer keeping their hide in one piece. Have an extra ring slot, but no feet slot due to oddly shaped feet. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice QuickTome: Orb of Communication 1.3.1 Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | DarkTemplar |
Class | None |
Level / Exp | 130 / 12% |
Size | huge |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 221 (base 140) |
Dexterity | 165 (base 140) |
Constitution | 134 (base 80) |
Magic | 177 (base 140) |
Willpower | 177.46974846114 (base 140) |
Cunning | 162 (base 140) |
Resources
Equilibrium | 48 |
Mana | 7/1671 |
Negative | 0/437 |
Psi_feedback | 134/230 |
Life | 94/94 |
Positive | 0/397 |
Stamina | 749/749 |
Psi | 1232/1232 |
Healing Factor | 2.5 |
Regeneration | 226.44724295872 |
Speed
Mental | +206.85485607345% |
Attack | 0% |
Movement | +237.54224943717% |
Spell | +44.881265499573% |
Global | +214.91321423881% |
Vision
Sight | 10 |
Lite | 22 |
Infravision | 20 |
See Stealth | 25 |
See Invisible | 27.00000000001 |
Offense: Mainhand
Damage | 533 |
Accuracy | 129 |
Crit Chance | 252% |
APR | 334 |
Speed | 0.33 |
Offense: Offhand
Damage | 553 |
Accuracy | 129 |
Crit Chance | 252% |
APR | 334 |
Speed | 0.33 |
Offense: Spell
Spellpower | 142.13616483484 |
Crit Chance | 100% |
Speed | 0.69022036531214 |
Offense: Mind
Mindpower | 116.09984986829 |
Crit Chance | 92% |
Speed | 1 |
Offense: Damage Bonus
All | +1% |
Offense: Damage Penetration
All | +15% |
Defense: Base
Armour (hardiness) | 199 (100%) |
Defense | 114.51063866824 |
Ranged Defense | 116.1773053349 |
Fatigue | 0 |
Physical Save | 148.94555149518 |
Spell Save | 148.94555149518 |
Mental Save | 148.94555149518 |
Defense: Resistances
All | +106%( 93%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 24% |
Bleed Resistance | 100% |
Confusion Resistance | 100% |
Knockback Resistance | 17% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 80% |
Inscriptions (1/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 755 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 2.20 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Psionic / Absorption | 2.20 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Wild-gift / Oozing blades | 2.20 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Psionic / Solipsism | 2.20 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Combat veteran | 1.20 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Celestial / Combat | 2.20 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Buckler Offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 2.20 |
| 13/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 2.20 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Combat techniques | 1.50 |
| 13/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 2.20 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Psionic / Psychic Assault | 2.20 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Bloodthirst | 1.30 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Wild-gift / Corrosive blades | 2.20 |
| 13/5 |
| 13/5 |
| 12/5 |
| 13/5 |
Spell / Air | 2.20 |
| 13/5 |
| 13/5 |
| 13/5 |
| 11/5 |
Spell / Enhancement | 2.20 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Celestial / Eclipse | 2.20 |
| 13/5 |
| 13/5 |
| 13/5 |
| 0/5 |
Technique / Magical combat | 2.20 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Spell / Phantasm | 2.20 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Dual techniques | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.40 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Dual weapons | 2.40 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Cunning / Tactical | 2.40 |
| 13/5 |
| 13/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.50 |
| 1/5 |
| 13/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 2.20 |
| 13/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 2.20 |
| 13/5 |
| 1/5 |
| 13/5 |
| 13/5 |
Generic Talents
Cunning / Survival | 2.50 |
| 13/5 |
| 13/5 |
| 13/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 2.20 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Combat training | 2.50 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Spell / Divination | 1.00 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Conditioning | 1.30 |
| 13/5 |
| 13/5 |
| 13/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Corruption / Hexes | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Psionic / Feedback | 2.00 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Psionic / Augmented mobility | 2.20 |
| 13/5 |
| 13/5 |
| 12/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Field control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 2.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 2.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 2.20 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Spell / Stone alchemy | 1.40 |
| 13/5 |
| 13/5 |
| 13/5 |
| 0/5 |
Spell / Staff combat | 1.40 |
| 13/5 |
| 13/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.10 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Fiery Hands |
talent | Shadow Combat |
talent | Psiblades |
talent | Lacerating Strikes |
talent | Precision |
talent | Weapon of Light |
talent | True Grit |
talent | Beyond the Flesh |
talent | Arcane Feed |
talent | Shadow Feed |
talent | Unstoppable Nature |
talent | Chant of Resistance |
talent | Kinetic Shield |
talent | Weapon of Wrath |
talent | Acidic Soil |
talent | Arcane Combat |
talent | Skate |
talent | Momentum |
talent | Gloom |
talent | Thermal Shield |
talent | Total Thuggery |
beneficial effect | Nature damage increased by 50%. Natural Acid |
beneficial effect | Countering melee attacks: Has a 89% chance to get an automatic counter attack when avoiding a melee attack. (2.7 counters remaining) Counter Attacking |
beneficial effect | The thrill of combat improves the target's maximum life by 23%, life regeneration by 50.03, and stamina regeneration by 10.01. Bloodbath |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+74% global speed). Clarity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 827. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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. | done |
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: * You've found the needed green worm. * You've found the needed vampire lord fang. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed vial of fire wyrm saliva. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Agrimley the hermit in creating an elixir of serendipity. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed minotaur nose. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Dethblyd (182% power, 18 apr) Dethblyd (182% power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 182% Range: 1.6x Uses stats: 130% Wil, 10% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Physical crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Changes resistances: +1% all Changes damage: +1% all Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. Press to compare |
On hands | drakeskin leather gloves of regeneration (0 def, 3 armour) drakeskin leather gloves of regeneration (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Life regen: +6.00 Stamina each turn: +1.10 Psi each turn: +0.40 When used to modify unarmed attacks: Power: 132% Range: 1.1x Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Second Wind (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Light source | dwarven lantern 'Coalspiker' dwarven lantern 'Coalspiker'Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 45% chance to inflict damage reduction Changes stats: +4 Con / +9 Mag Changes resistances penetration: +15% all Changes damage: +24% acid / +6% darkness Blindness immunity: +50% Confusion immunity: +30% Spellpower: +17 (+2 eff.) Light radius: +14 See stealth: +25 See invisible: +27 It can be used to activate talent Track, placing all other charms into a 8 cooldown : Effective talent level: 5.2 Power cost: 8 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 69 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
On head | Huleyon the Cindermight (18 def, 20 armour) Huleyon the Cindermight (18 def, 20 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Defense: +18 (+4 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +5% Changes resistances: +6% darkness / +25% mind / +7% all Changes damage: +12% fire Reduces incoming crit damage: 10.00% Physical save: +8 (+0 eff.) Mental save: +38 (+4 eff.) Blindness immunity: +10% Confusion immunity: +50% Stun/Freeze immunity: +20% Stamina when hit: +3.00 Equilibrium when hit: +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
On feet | pair of voratun boots 'Glowquill' (0 def, 5 armour) pair of voratun boots 'Glowquill' (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +5 Fatigue: +4% Changes stats: +10 Str / +4 Dex / +4 Cun / +15 Con Changes resistances penetration: +10% light Changes damage: +16% physical Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Physical save: +25 (+0 eff.) Mental save: +31 (+3 eff.) Stamina each turn: +0.40 Only die when reaching: -40.00 life Mental crit. chance: +3% Movement speed: +20% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 2 cooldown : Effective talent level: 3.9 Power cost: 2 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Tool | Prismcrypt [power 517] (2 cooldown) Prismcrypt [power 517] (2 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +6% light Changes damage: +6% blight / +15% temporal / +9% light Talent granted: +5 Volcano Critical mult.: +10.00% Mana when firing critical spell: +6.00 Spell crit. chance: +5% Light radius: +5 It can be used to creates a wall of flames lasting for 4 turns (dam 517 overall), putting all charms on cooldown for 2 turns. When used: 100% chance to regenerate 15 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
On fingers | Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. Press to compare |
On fingers | Silyma the Cloudgrit Silyma the CloudgritInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +15 (+4 eff.) Changes resistances: +6% lightning / +18% temporal Changes resistances penetration: +5% arcane Physical save: +18 (+0 eff.) Spell save: +15 (+0 eff.) Mental save: +16 (+2 eff.) Blindness immunity: +20% Life regen: +1.90 Maximum life: +91.00 Movement speed: +25% Healing mod.: +30% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 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 30% for 5 turns. Rings can have magical properties. Press to compare |
Around neck | Dawnsage the voratun amulet Dawnsage the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Effects on melee hit: * 10 arcane resource burn Changes stats: +6 Con Changes resistances: +12% fire / +6% blight / +9% cold / +5% arcane / +6% nature Changes resistances penetration: +10% light Changes damage: +9% light Talent mastery: +0.40 Spell / Stone alchemy Critical mult.: +13.00% Physical save: +20 (+0 eff.) Life regen: +2.50 Maximum life: +80.00 Amulets can have magical properties. Press to compare |
In main hand | living mindstar 'Lustrevile' (112% power, 135 apr, mind damage) living mindstar 'Lustrevile' (112% power, 135 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This natural mindstar summons a caller. The set is complete. Power: 112% Range: 1.1x Uses stats: 140% Wil, 84% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +135 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 45% chance to blind Changes stats: +22 Wil Changes resistances: +6% lightning / +9% fire / +6% nature Changes resistances penetration: +15% fire Changes damage: +20% lightning / +22% fire / +6% light / +25% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mindpower: +58 (+8 eff.) Mental crit. chance: +11% Light radius: +3 Max wilder summons: +1 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
Around waist | drakeskin leather belt 'Poridhemira' drakeskin leather belt 'Poridhemira'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +15 (+1 eff.) Damage when hit (Melee): 8 blight Changes stats: +6 Con Critical mult.: +25.00% Spell save: +12 (+0 eff.) Mental save: +15 (+1 eff.) Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +4.00 Spellpower: +4 (+0 eff.) Mindpower: +10 (+1 eff.) Defense after a teleport: +20 Resist all after a teleport: +8% New effects duration reduction after a teleport: +33% Size category: +1 A belt that goes around your waist. Press to compare |
In off hand | living mindstar 'Silata' (116% power, 135 apr, mind damage) living mindstar 'Silata' (116% power, 135 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar calls for a summoner. The set is complete. Power: 116% Range: 1.1x Uses stats: 140% Wil, 84% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +135 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 blight Burst (radius 1) on hit: +8 acid When wielded/worn: Damage when hit (Melee): 20 acid Changes resistances: +6% arcane Changes resistances penetration: +10% acid / +9% physical / +10% fire / +25% arcane / +8% cold Changes damage: +15% acid / +13% fire / +14% cold / +14% physical Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +10 (+1 eff.) Life regen: +2.00 Equilibrium when hit: +2.50 Maximum life: +43.00 Mindpower: +28 (+4 eff.) Mental crit. chance: +5% Life regen bonus (wilder-summons): +5.00 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. Press to compare |
Cloak | Cold Shoulder (0 def, 0 armour) Cold Shoulder (0 def, 0 armour)Requires: - Constitution 14 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Fatigue: +5% Damage when hit (Melee): 15 cold Changes resistances: +8% cold Changes damage: +8% cold Slow any enemy that attacks you from 5 tiles or more away by 35% for 2 turns. It can be used to activate talent Ice Wall (costing 4 power out of 30/30) : Effective talent level: 3.0 Power cost: 4 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Summons an icy wall of 5 length for 6 turns. Ice walls are transparent, but block projectiles and enemies. Ice walls also emit freezing cold, dealing 24.58 damage for each ice wall within radius 1 of an enemy, and with each wall giving a 25% chance to freeze an enemy. This cold cannot hurt the talent user or their allies. Each point in cold drake talents also increases your cold resistance by 1%. A frozen cloak. You feel cold just by looking at it. Press to compare |
Main armor | rejuvenating stralite plate armour of the dragon (7 def, 13 armour) rejuvenating stralite plate armour of the dragon (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+1 eff.) Fatigue: +26% Changes stats: +4 Str / +3 Con Changes resistances: +5% acid / +5% physical / +7% cold / +13% lightning / +8% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +24% Stun/Freeze immunity: +24% Knockback immunity: +24% Life regen: +2.00 Stamina each turn: +0.50 A suit of armour made of metal plates. Press to compare |
Inventory
This item will automatically be transmogrified when you leave the level. insidious poison infusion of the sneak (86 nature damage, 21% healing reduction)insidious poison infusion of the sneak (86 nature damage, 21% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 86.39 nature damage per turn for 7 turns, and reducing the target's healing received by 21%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning 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 titan (heal 515 over 5 turns) regeneration infusion of the titan (heal 515 over 5 turns)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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 515 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
Elixir of Serendipity Elixir of SerendipityInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your luck by 5. A vial of lively yellow fluid. |
Rune of the Rift (859.88 temporal damage, removed from time 4 turns) Rune of the Rift (859.88 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (69% of a turn) Is: a spell Description: Inflicts 997.46 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
copper amulet of cunning (+2) copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets can have magical properties. Press to compare |
enraging stralite amulet of healing enraging stralite amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +7 (+0 eff.) Changes damage: +6% physical Cut immunity: +50% Combat speed: +10% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 7 cooldown : Effective talent level: 1.6 Power cost: 7 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 499 life. The life healed will increase with your Mindpower. Amulets can have magical properties. Press to compare |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+0 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Press to compare |
This item will automatically be transmogrified when you leave the level. flaming steel battleaxe of vileness (116% power, 2 apr)flaming steel battleaxe of vileness (116% power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 116% Range: 1.5x Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 7% chance to disease Damage (Melee): +9 blight Burst (radius 1) on hit: +10 fire Massive two-handed battleaxes. Press to compare |
This item will automatically be transmogrified when you leave the level. steel battleaxe of ruin (117% power, 2 apr)steel battleaxe of ruin (117% power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 117% Range: 1.5x Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +9 Physical crit. chance: +10.0% Critical mult.: +16.00% Massive two-handed battleaxes. Press to compare |
This item will automatically be transmogrified when you leave the level. elemental steel dagger of crippling (104% power, 6 apr)elemental steel dagger of crippling (104% power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 104% Range: 1.3x Uses stat: 90% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +8.0% Changes resistances penetration: +9% acid / +9% fire / +9% lightning / +8% cold Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. quick voratun dagger of paradox (148% power, 9 apr)quick voratun dagger of paradox (148% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stat: 90% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% Damage (Melee): +16 temporal When wielded/worn: Accuracy: +12 (+1 eff.) Damage when hit (Melee): 14 temporal Changes stats: +6 Dex Changes resistances: +16% temporal Sharp, short and deadly. Press to compare |
Strikewhisper the voratun greatspear (181% power, 10 apr) Strikewhisper the voratun greatspear (181% power, 10 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatspear ; tier 5 It must be held with both hands. Power: 181% Range: 1.6x Uses stat: 120% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 83% On weapon hit: * 40% chance to daze On weapon crit: * wounds the target reducing their healing Damage Shield penetration (this weapon only): +30% Damage (Melee): +22 temporal / +14 nature Burst (radius 2) on crit: +20 fire Thrust Range: 2 When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +18.0% Physical power: +17 (+1 eff.) Fatigue: -4% Changes stats: +2 Dex / +1 Con Changes resistances penetration: +18% fire Only die when reaching: -80.00 life Maximum life: +30.00 Global speed: +7% Healing mod.: +10% A heavy spear. Press to compare |
This item will automatically be transmogrified when you leave the level. Nildil the Firerip (172% power, 4 apr)Nildil the Firerip (172% power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Wil Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to daze * 25% chance to remove a magical effect Damage (Melee): +28 nature / +12 fire Burst (radius 2) on crit: +4 fire When wielded/worn: Accuracy: +21 (+3 eff.) Defense: +4 (+1 eff.) Ranged Defense: +4 (+0 eff.) Changes stats: +16 Str / +6 Dex / +5 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances: +1% physical / +12% darkness / +10% arcane / +6% nature / +9% mind Changes resistances penetration: +21% lightning Changes damage: +21% physical Physical save: +3 (+0 eff.) Spell save: +6 (+0 eff.) Stun/Freeze immunity: +15% Knockback immunity: +5% Stamina when hit: +4.00 Massive two-handed swords. Press to compare |
This item will automatically be transmogrified when you leave the level. iron longsword of crippling (102% power, 2 apr)iron longsword of crippling (102% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +7.0% Sharp, long, and deadly. Press to compare |
Areroddarak the Bloomwrither (83% power, 18 apr, nature damage) Areroddarak the Bloomwrither (83% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 83% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +8 nature When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes damage: +6% light Physical save: +5 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +5 (+0 eff.) Equilibrium when hit: +1.20 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Light radius: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
Serpent's Glare (91% power, 15 apr, nature damage) Serpent's Glare (91% power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 91% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+0 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 2 power out of 8/8) : Effective talent level: 1.6 Power cost: 2 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 359.94 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. Press to compare |
This item will automatically be transmogrified when you leave the level. horrifying living mindstar of flames (114% power, 40 apr, nature damage)horrifying living mindstar of flames (114% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 fire / 10 mind / 10 darkness Changes resistances: +20% fire Changes resistances penetration: +19% fire Changes damage: +15% fire / +10% mind / +10% darkness Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Global speed: +6% 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. Press to compare |
mossy mindstar (77% power, 12 apr, nature damage) mossy mindstar (77% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
mossy mindstar (75% power, 12 apr, mind damage) mossy mindstar (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
projecting living mindstar of frost (114% power, 40 apr, nature damage) projecting living mindstar of frost (114% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This natural frost should be returned to the wyrm. Power: 114% Range: 1.1x Uses stats: 49% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +7 Damage when hit (Melee): 19 ice Changes resistances: +10% cold Changes resistances penetration: +13% cold Changes damage: +15% lightning / +31% cold / +15% fire Talent masteries: +0.10 Psionic / Focus +0.10 Psionic / Projection Mindpower: +10 (+1 eff.) Mental crit. chance: +5% 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. Press to compare |
projecting living mindstar of storms (117% power, 40 apr, mind damage) projecting living mindstar of storms (117% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This natural lightning should be returned to the wyrm. Power: 117% Range: 1.1x Uses stats: 49% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 15 lightning Changes stats: +3 Str / +4 Dex / +3 Mag / +3 Wil / +4 Cun / +3 Con Changes resistances: +14% lightning Changes resistances penetration: +7% lightning Changes damage: +37% lightning / +15% fire / +11% cold Talent masteries: +0.10 Psionic / Focus +0.10 Psionic / Projection Mindpower: +10 (+1 eff.) Mental crit. chance: +5% 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. Press to compare |
This item will automatically be transmogrified when you leave the level. projecting pulsing mindstar of persecution (107% power, 32 apr, nature damage)projecting pulsing mindstar of persecution (107% power, 32 apr, nature 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 mindstar projects psionic energy if enough is absorbed. Power: 107% Range: 1.1x 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: * disrupts spell-casting Damage against: +19% Unnatural When wielded/worn: Changes damage: +21% lightning / +21% fire / +21% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Mindpower: +8 (+1 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. Press to compare |
pulsing mindstar of frost (105% power, 32 apr, nature damage) pulsing mindstar of frost (105% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural frost should be returned to the wyrm. Power: 105% Range: 1.1x 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% When wielded/worn: Armour: +6 Damage when hit (Melee): 12 ice Changes resistances: +8% cold Changes resistances penetration: +8% cold Changes damage: +8% cold Mindpower: +8 (+1 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. Press to compare |
This item will automatically be transmogrified when you leave the level. pulsing mindstar of venom (105% power, 32 apr, mind damage)pulsing mindstar of venom (105% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural venom should be returned to the wyrm. Power: 105% Range: 1.1x 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: Damage when hit (Melee): 17 acid Changes resistances: +17% acid Changes resistances penetration: +17% acid Changes damage: +11% acid Life regen: +1.70 Mindpower: +8 (+1 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. Press to compare |
This item will automatically be transmogrified when you leave the level. resonating pulsing mindstar of persecution (104% power, 32 apr, nature damage)resonating pulsing mindstar of persecution (104% power, 32 apr, nature 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 mindstar will resonate with other psionic mindstars. Power: 104% Range: 1.1x 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: * disrupts spell-casting Damage against: +25% Unnatural When wielded/worn: Changes resistances: +9% mind Changes resistances penetration: +9% mind Changes damage: +7% mind Psi when hit: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Damage Resonance (when hit): +21% 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. Press to compare |
vined mindstar (83% power, 18 apr, nature damage) vined mindstar (83% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 83% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
This item will automatically be transmogrified when you leave the level. Tempestbrand the voratun spear (153% power, 10 apr)Tempestbrand the voratun spear (153% power, 10 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / spear ; tier 5 Power: 153% Range: 1.4x Uses stat: 100% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 83% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 54% chance to disease Damage (Melee): +23 blight Burst (radius 1) on hit: +8 lightning Thrust Range: 3 When wielded/worn: Physical power: +15 (+1 eff.) Damage when hit (Melee): 16 lightning / 16 mind / 8 blight Changes stats: +6 Con Changes resistances penetration: +15% lightning / +13% physical Changes damage: +9% arcane / +6% lightning Grants telepathy: Dragon Mental save: +36 (+4 eff.) Disease immunity: +35% Disarm immunity: +33% Psi when hit: +0.04 Mental crit. chance: +2% A spear. Press to compare |
This item will automatically be transmogrified when you leave the level. dwarven-steel spear 'Ulychik' (138% power, 9 apr)dwarven-steel spear 'Ulychik' (138% power, 9 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / spear ; tier 3 Power: 138% Range: 1.4x Uses stat: 100% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +5.5% Attack speed: 83% On weapon hit: * 10 arcane resource burn Damage (Melee): +16 physical / +26 % trip chance Thrust Range: 2 When wielded/worn: Physical power: +5 (+0 eff.) Maximum stamina: +5.00 A spear. Press to compare |
Esiotrot Degnared eht fo ffatS (135% power, 3 apr, physical damage) Esiotrot Degnared eht fo ffatS (135% power, 3 apr, physical damage)Requires: - Constitution 25 Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 135% Range: 1.2x Uses stat: 120% Mag Damage type: Physical Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Con Changes damage: +4% all / +42% physical Physical save: +32 (+0 eff.) Spellpower: +17 (+2 eff.) Spell crit. chance: +13% ...swonk ydobon ,degnahc eh yhW .redeal detcepser a eb ot desu ffats siht fo renwo eht yas yehT. Press to compare |
Ravenpride (136% power, 6 apr, physical damage) Ravenpride (136% power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Power: 136% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 darkness Burst (radius 2) on crit: +12 nature / +8 darkness When wielded/worn: Effects on melee hit: * 17% chance to disease Changes stats: +3 Wil Changes resistances: +15% acid Changes damage: +30% acid Talent granted: +1 Command Staff Reduces incoming crit damage: 10.00% Vim when firing critical spell: +6.00 Maximum vim: +40.00 Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Infravision radius: +1 See invisible: +3 Staves designed for wielders of magic, by the greats of the art. Press to compare |
Salariamira (136% power, 6 apr, physical damage) Salariamira (136% power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 60% chance to cause random gloom When wielded/worn: Physical crit. chance: +14.0% Damage when hit (Melee): 8 blight Changes resistances: +6% blight / +6% cold / +9% mind Changes resistances penetration: +5% blight Changes damage: +6% blight / +30% physical Talent granted: +1 Command Staff Critical mult.: +19.00% Reduces incoming crit damage: 10.00% Pinning immunity: +10% Teleport immunity: +10% Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +100.00 Spellpower: +25 (+3 eff.) Spell crit. chance: +15% It can be used to unleash an elemental blastwave, dealing 396.40 - 475.68 physical damage in a radius 6 around the user, putting all charms on cooldown for 2 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
Telos's Staff (Top Half) (143% power, 0 apr, arcane damage) Telos's Staff (Top Half) (143% power, 0 apr, arcane damage)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Power: 143% Range: 1.2x Uses stat: 100% Mag Damage type: Arcane Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+1 eff.) Spellpower: +30 (+3 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. Press to compare |
cruel elm magestaff of fate (100% power, 2 apr, physical damage) cruel elm magestaff of fate (100% power, 2 apr, physical damage)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% cold Talent granted: +1 Command Staff Critical mult.: +10.00% Physical save: +5 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +5 (+0 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. greater yew starstaff (120% power, 4 apr, physical damage)greater yew starstaff (120% power, 4 apr, physical damage) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% physical / +20% temporal / +20% light / +20% darkness Talent granted: +1 Command Staff Spellpower: +15 (+1 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. magelord's ash starstaff (111% power, 3 apr, physical damage)magelord's ash starstaff (111% power, 3 apr, physical damage) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Damage (Melee): 27 arcane Changes damage: +15% physical Talent granted: +1 Command Staff Maximum mana: +60.00 Spellpower: +13 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. Press to compare |
magewarrior's short elven-wood vilestaff (129% power, 5 apr, physical damage) magewarrior's short elven-wood vilestaff (129% power, 5 apr, physical damage)Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +9.0% Physical power: +12 (+1 eff.) Changes damage: +25% blight Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +20 (+2 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. chilling stralite waraxe of shearing (140% power, 5 apr)chilling stralite waraxe of shearing (140% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 140% Range: 1.4x Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +25 cold When wielded/worn: Armour penetration: +13 Changes resistances penetration: +13% physical Changes damage: +13% physical One-handed war axes. Press to compare |
Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 542, based on Magic) for 10 turns, costing 4 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. Press to compare |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+2 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. Press to compare |
hardened leather belt 'Shadeoracle' hardened leather belt 'Shadeoracle'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 darkness / 4 blight Changes resistances: +8% lightning / +5% temporal Changes resistances penetration: +5% blight Changes damage: +3% darkness A belt that goes around your waist. Press to compare |
insulating rough leather belt of carrying insulating rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +5% fire / +7% cold Maximum encumbrance: +20 A belt that goes around your waist. Press to compare |
spiritwalker's hardened leather belt spiritwalker's hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.25 Maximum mana: +34.00 A belt that goes around your waist. Press to compare |
Eilinaramira (2 def, 0 armour) Eilinaramira (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +1 Wil Changes resistances: +8% acid / +8% fire / +8% lightning / +8% cold Critical mult.: +5.00% Reduces incoming crit damage: 5.00% Spell crit. chance: +1% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
enveloping linen cloak (6 def, 0 armour) enveloping linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +5 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
This item will automatically be transmogrified when you leave the level. dispeller's silk robe of time (+11%) (3 def, 0 armour)dispeller's silk robe of time (+11%) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +11% lightning / +18% temporal / +10% darkness / +11% blight / +11% fire / +11% cold / +10% light Changes damage: +18% temporal Physical save: +18 (+0 eff.) Spell save: +36 (+0 eff.) Mental save: +17 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. elven-silk robe of power (5 def, 0 armour)elven-silk robe of power (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes damage: +20% all Spellpower: +20 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. fearwoven woollen robe of alchemy (0 def, 0 armour)fearwoven 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 resistances: +14% acid / +14% physical / +14% fire / +14% cold Changes resistances penetration: +10% darkness / +9% physical Changes damage: +9% acid / +19% physical / +11% darkness / +9% cold / +9% fire Talent cooldown: Refit Golem (-4 turns) Maximum hate: +9.00 Mindpower: +7 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. Belayatha the Lavablur (10 def, 5 armour)Belayatha the Lavablur (10 def, 5 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +4% Damage when hit (Melee): 8 fire / 8 light / 8 mind Changes stats: +6 Cun / +6 Con Changes resistances: +9% acid / +6% temporal / +15% light / +6% fire / +6% nature Physical save: +40 (+0 eff.) Spell save: +14 (+0 eff.) Mental save: +42 (+5 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 4 power out of 20/20) : Effective talent level: 6.6 Power cost: 4 out of 20/20. Range: 8 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 8 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. Press to compare |
wanderer's pair of dwarven-steel boots (0 def, 4 armour) wanderer's pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +3 Con Physical save: +11 (+0 eff.) Mental save: +10 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Power: 88% Range: 1.1x Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 2 power out of 24/24) : Effective talent level: 2.4 Power cost: 2 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 253.61 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. Press to compare |
Glidhenn (0 def, 4 armour) Glidhenn (0 def, 4 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Damage (Melee): 6 blight Changes resistances: +7% blight / +2% physical / +6% cold Changes damage: +4% blight When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 3). Burst (radius 2) on crit: +8 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
This item will automatically be transmogrified when you leave the level. cinder dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)cinder dwarven-steel gauntlets of strength (+2) (0 def, 2 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +2 Damage (Melee): 10 fire Changes stats: +2 Str Changes resistances: +7% fire Changes damage: +6% fire When used to modify unarmed attacks: Power: 126% Range: 1.4x Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 3). Burst (radius 2) on crit: +7 fire Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
This item will automatically be transmogrified when you leave the level. corrosive voratun gauntlets of the juggernaut (0 def, 3 armour)corrosive voratun gauntlets of the juggernaut (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 acid Changes stats: +6 Con Changes resistances: +8% acid Changes damage: +11% acid Physical save: +24 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +10 (+1 eff.) Disarm immunity: +50% When used to modify unarmed attacks: Power: 135% Range: 1.4x Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Acid Breath (10% chance level 5). Damage (Melee): +19 physical Burst (radius 2) on crit: +11 acid It can be used to activate talent Juggernaut, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Power: 101% Range: 1.4x Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
This item will automatically be transmogrified when you leave the level. rough leather gloves of dexterity (+3) (0 def, 1 armour)rough leather gloves of dexterity (+3) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+1 eff.) Armour: +1 Changes stats: +3 Dex When used to modify unarmed attacks: Power: 94% Range: 1.1x Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +1 Physical crit. chance: +6.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Mukor the drakeskin leather cap (0 def, 5 armour) Mukor the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 30 arcane resource burn Changes stats: +13 Str / +6 Wil / +6 Con Changes resistances: +9% blight / +16% physical Physical save: +37 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +15 (+1 eff.) Cut immunity: +15% Pinning immunity: +20% Teleport immunity: +5% Stamina when hit: +2.30 Equilibrium when hit: +3.00 It can be used to activate talent Battle Cry, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. Voidspiker (8 def, 14 armour)Voidspiker (8 def, 14 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 arcane / 8 darkness Changes resistances: +14% acid / +3% temporal / +3% darkness / +15% lightning / +14% cold / +15% fire / +10% arcane / +7% all Changes resistances penetration: +5% nature Changes damage: +6% temporal / +3% darkness / +6% nature Physical save: +40 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
champion's hardened leather cap of might (0 def, 3 armour) champion's hardened leather cap of might (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+0 eff.) Armour: +3 Fatigue: +3% Changes stats: +7 Str / +2 Wil / +3 Con Mental save: +8 (+1 eff.) Light radius: +1 A cap made of leather. Press to compare |
clarifying cashmere wizard hat of frost (+18%) (2 def, 0 armour) clarifying cashmere wizard hat of frost (+18%) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Cun Changes resistances: +18% cold Changes damage: +12% cold Mental save: +6 (+0 eff.) A pointy cloth hat, very wizardly... Press to compare |
insulating linen wizard hat of lightning (+15%) (1 def, 0 armour) insulating linen wizard hat of lightning (+15%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +15% lightning / +5% fire / +6% cold Changes damage: +10% lightning A pointy cloth hat, very wizardly... Press to compare |
voratun helm 'Zubemikira' (0 def, 11 armour) voratun helm 'Zubemikira' (0 def, 11 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Damage when hit (Melee): 9 physical Changes stats: +5 Str / +8 Dex / +3 Cun Changes resistances: +15% blight / +14% darkness Spell save: +14 (+0 eff.) Mental save: +26 (+3 eff.) Poison immunity: +5% Disarm immunity: +10% Confusion immunity: +5% Hate when firing a critical mind attack: +3.00 Skullcracker multiplicator: +3 It can be used to activate talent Skullcracker, placing all other charms into a 4 cooldown : Effective talent level: 3.9 Power cost: 4 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1449.8 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
This item will automatically be transmogrified when you leave the level. enlightening steel mail armour of acid resistance (2 def, 6 armour)enlightening steel mail armour of acid resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Changes stats: +4 Cun / +4 Wil Changes resistances: +17% acid Mental save: +12 (+1 eff.) A suit of armour made of mail. Press to compare |
This item will automatically be transmogrified when you leave the level. fearforged stralite mail armour of delving (4 def, 8 armour)fearforged stralite mail armour of delving (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +29% Changes stats: +9 Str / +9 Con Changes resistances: +31% darkness / +9% physical / -18% light / +11% fire Physical save: +9 (+0 eff.) Spell save: +7 (+0 eff.) Mental save: +9 (+1 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 50 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. Press to compare |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 4 power out of 50/50) : Effective talent level: 1.6 Power cost: 4 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 133.57 to 400.70 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. Press to compare |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour 'Dimtorrent' (5 def, 8 armour)drakeskin leather armour 'Dimtorrent' (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +16 Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * 45% chance to inflict damage reduction Damage (Melee): 10 acid Damage (Ranged): 10 acid Damage when hit (Melee): 4 darkness / 8 lightning Changes stats: +10 Str / +4 Wil Changes resistances: +30% acid / +25% physical / +19% darkness / +30% nature Changes resistances penetration: +15% darkness Grants telepathy: Demon/Minor Demon/Major Physical save: +21 (+0 eff.) Psi when hit: +0.08 Maximum psi: +30.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +1% Light radius: +2 Heals friendly targets nearby when you use a nature summon: +40 It can be used to activate talent Track, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 50 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. multi-hued reinforced leather armour of lightning resistance (4 def, 7 armour)multi-hued reinforced leather armour of lightning resistance (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 12 acid / 10 fire / 12 cold / 12 lightning Changes resistances: +12% acid / +12% fire / +39% lightning / +10% cold A suit of armour made of leather. Press to compare |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. Press to compare |
Revenant (8 def, 20 armour) Revenant (8 def, 20 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +5 Mag / +5 Con Physical save: +12 (+0 eff.) Spell save: +12 (+0 eff.) Mental save: +12 (+1 eff.) Silence immunity: +20% Confusion immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. Press to compare |
This item will automatically be transmogrified when you leave the level. rejuvenating voratun plate armour of Eyal (9 def, 16 armour)rejuvenating voratun plate armour of Eyal (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Life regen: +11.50 Stamina each turn: +2.50 Maximum life: +79.00 Healing mod.: +27% A suit of armour made of metal plates. Press to compare |
Wrathroot's Barkwood (9 def, 10 armour, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +9 (+2 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. Press to compare |
This item will automatically be transmogrified when you leave the level. deflecting voratun shield of fire resistance (+30%) (25 def, 3 armour, 202 block)deflecting voratun shield of fire resistance (+30%) (25 def, 3 armour, 202 block) Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +25 (+6 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes resistances: +30% fire Talent granted: +5 Block Deflect projectiles away: +17% Handheld deflection devices. Press to compare |
This item will automatically be transmogrified when you leave the level. deadly quiver of elm arrows of accuracy (20/20, 127% power, 5 apr)deadly quiver of elm arrows of accuracy (20/20, 127% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 127% Range: 1.4x Uses stats: 50% Wil, 70% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 20 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. plaguebringer's quiver of yew arrows of paradox (23/23, 140% power, 10 apr)plaguebringer's quiver of yew arrows of paradox (23/23, 140% power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 140% Range: 1.4x Uses stats: 50% Wil, 70% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 23 When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 11% chance to gain 10% of a turn * 14% chance to disease Damage (Ranged): +14 blight / +14 temporal Arrows are used with bows to pierce your foes to death. |
6 hematite 6 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Life regen 4% of max life Gems can be sold for money or used in arcane rituals. |
4 nuummite 4 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% When used as an alchemist bomb: Life regen 2% of max life Gems can be sold for money or used in arcane rituals. |
7 onyx 7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% When used as an alchemist bomb: Life regen 6% of max life Gems can be sold for money or used in arcane rituals. |
3 agate 3 agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
688 alchemist agate 688 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
Belestir (dig speed 6 turns) Belestir (dig speed 6 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+1 eff.) Fatigue: -10% Changes stats: +8 Str Changes resistances: +9% acid / +10% physical / +3% light / +21% fire / +9% arcane / +19% darkness Changes damage: +18% blight / +6% mind Spell save: +20 (+0 eff.) Cut immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. Press to compare |
iron pickaxe of deeplife (dig speed 29 turns) iron pickaxe of deeplife (dig speed 29 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +7% darkness Damage affinity(heal): +15% darkness Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
This item will automatically be transmogrified when you leave the level. voratun pickaxe of wreckage (dig speed 19 turns)voratun pickaxe of wreckage (dig speed 19 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +14 Changes stats: +9 Str When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +72 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. Press to compare |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
7 malachite 7 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used as an alchemist bomb: Additional 20 acid damage Gems can be sold for money or used in arcane rituals. |
3 verdite 3 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Additional 10 acid damage Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (198 power, based on Willpower), costing 2 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 8 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. Press to compare |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +4 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. Press to compare |
dwarven lantern 'Purewrither' dwarven lantern 'Purewrither'Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 8 nature / 20 acid Changes stats: +6 Con Changes resistances: +6% light / +9% cold / +15% blight / +3% fire / +9% nature / +3% all Changes resistances penetration: +15% acid / +5% lightning Physical save: +15 (+0 eff.) Spell save: +15 (+0 eff.) Life regen: +5.70 Light radius: +4 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. Press to compare |
Orb of Communication Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
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. |
6 carnelian 6 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used as an alchemist bomb: Additional 45 fire burn damage Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used as an alchemist bomb: Additional 60 fire burn damage Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used as an alchemist bomb: Additional 75 fire burn damage Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used as an alchemist bomb: Additional 30 fire burn damage Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (10/10) Rod of Recall (10/10)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 39 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. |
geode geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used as an alchemist bomb: Additional 30 physical damage Gems can be sold for money or used in arcane rituals. |
2 large geode 2 large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used as an alchemist bomb: Additional 40 physical damage Gems can be sold for money or used in arcane rituals. |
5 small geode 5 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used as an alchemist bomb: Additional 20 physical damage Gems can be sold for money or used in arcane rituals. |
tiny geode tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used as an alchemist bomb: Additional 10 physical damage Gems can be sold for money or used in arcane rituals. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. Press to compare |
Toxinpassion [power 172] (16 cooldown) Toxinpassion [power 172] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour: +2 Changes resistances: +9% acid Changes damage: +12% blight / +6% nature Physical save: +20 (+0 eff.) Mental save: +6 (+0 eff.) Cut immunity: +10% Spell crit. chance: +1% Damage Shield penetration: +30% It can be used to teleport randomly (rad 172), putting all charms on cooldown for 16 turns. When used: 100% chance to regenerate 37 psi. Torques are made by powerful psionics to store psionic powers. Press to compare |
iron torque of thermal psionic shield [power 23] (4 cooldown) iron torque of thermal psionic shield [power 23] (4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
3 kunzite 3 kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% When used as an alchemist bomb: Mana regain 30 Additional 10 arcane damage Gems can be sold for money or used in arcane rituals. |
3 sugilite 3 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all When used as an alchemist bomb: 35% chance to daze for 3 turns 5% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
7 quartz 7 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all When used as an alchemist bomb: 30% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: Additional 40 bright light damage Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Additional 10 bright light damage Gems can be sold for money or used in arcane rituals. |
tiger's eye tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Additional 30 bright light damage Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 20 bright light damage Gems can be sold for money or used in arcane rituals. |
Achievements
By Gru the DarkTemplar None level 105
6th Decay 122nd year of Ascendancy at 17:22 see stats
By Gru the DarkTemplar None level 127
6th Regrowth 123rd year of Ascendancy at 07:36 see stats
By Gru the DarkTemplar None level 104
4th Decay 122nd year of Ascendancy at 19:46 see stats
By Gru the DarkTemplar None level 97
2nd Decay 122nd year of Ascendancy at 02:28 see stats
By Gru the DarkTemplar None level 95
1st Decay 122nd year of Ascendancy at 21:54 see stats
By Gru the DarkTemplar None level 82
65th Haze 122nd year of Ascendancy at 21:29 see stats
By Gru the DarkTemplar None level 115
9th Allure 123rd year of Ascendancy at 18:13 see stats
By Gru the DarkTemplar None level 34
23rd Dusk 122nd year of Ascendancy at 14:50 see stats
By Gru the DarkTemplar None level 49
14th Haze 122nd year of Ascendancy at 19:57 see stats
By Gru the DarkTemplar None level 73
30th Haze 122nd year of Ascendancy at 18:53 see stats
By Gru the DarkTemplar None level 82
65th Haze 122nd year of Ascendancy at 21:29 see stats
By Gru the DarkTemplar None level 39
57th Dusk 122nd year of Ascendancy at 02:25 see stats
By Gru the DarkTemplar None level 50
15th Haze 122nd year of Ascendancy at 13:54 see stats
By Gru the DarkTemplar None level 47
4th Haze 122nd year of Ascendancy at 05:00 see stats
By Gru the DarkTemplar None level 51
26th Haze 122nd year of Ascendancy at 16:05 see stats
By Gru the DarkTemplar None level 10
75th Pyre 122nd year of Ascendancy at 15:54 see stats
By Gru the DarkTemplar None level 20
3rd Mirth 122nd year of Ascendancy at 23:37 see stats
By Gru the DarkTemplar None level 30
23rd Dusk 122nd year of Ascendancy at 10:19 see stats
By Gru the DarkTemplar None level 40
57th Dusk 122nd year of Ascendancy at 04:08 see stats
By Gru the DarkTemplar None level 50
15th Haze 122nd year of Ascendancy at 07:58 see stats
By Gru the DarkTemplar None level 47
11st Haze 122nd year of Ascendancy at 13:04 see stats
By Gru the DarkTemplar None level 80
31st Haze 122nd year of Ascendancy at 09:41 see stats
By Gru the DarkTemplar None level 127
6th Regrowth 123rd year of Ascendancy at 07:11 see stats
By Gru the DarkTemplar None level 41
57th Dusk 122nd year of Ascendancy at 09:19 see stats
By Gru the DarkTemplar None level 45
4th Haze 122nd year of Ascendancy at 01:31 see stats
By Gru the DarkTemplar None level 17
77th Pyre 122nd year of Ascendancy at 13:01 see stats
By Gru the DarkTemplar None level 127
6th Regrowth 123rd year of Ascendancy at 07:36 see stats
By Gru the DarkTemplar None level 82
79th Haze 122nd year of Ascendancy at 15:37 see stats
By Gru the DarkTemplar None level 21
6th Mirth 122nd year of Ascendancy at 22:42 see stats
By Gru the DarkTemplar None level 80
31st Haze 122nd year of Ascendancy at 03:05 see stats
By Gru the DarkTemplar None level 49
14th Haze 122nd year of Ascendancy at 20:32 see stats
By Gru the DarkTemplar None level 102
4th Decay 122nd year of Ascendancy at 17:46 see stats
By Gru the DarkTemplar None level 127
6th Regrowth 123rd year of Ascendancy at 07:05 see stats
Log
Weapon of Wrath hits Salerivena the ninurlhing for 0 fire, 0 cold, 0 lightning, 0 arcane (0 total damage).
Gru receives 13 healing (81 psi heal).
Gru hits Salerivena the ninurlhing for 0 fire, 0 cold, 0 lightning, 0 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane (0 total damage).
Bleeding from Gru hits Emyrethra the giant spider for 176 fire, 76 cold, 41 lightning, 105 arcane (400 total damage).
Elowyn the poison ooze receives 28 healing (194 psi heal).
Gru deactivates Beyond the Flesh.
Gru activates Beyond the Flesh.
Gru deactivates Total Thuggery.
Gru deactivates Shadow Feed.
Gru deactivates Weapon of Light.
Gru deactivates Thermal Shield.
Gru no longer revels in blood quite so much.
Gru deactivates Gloom.
Gru deactivates Shadow Combat.
Gru deactivates Arcane Feed.
Gru deactivates Skate.
Gru deactivates Psiblades.
Gru's nature damage is no longer so potent.
Gru deactivates Unstoppable Nature.
Gru deactivates Lacerating Strikes.
Gru deactivates Chant of Resistance.
Gru deactivates Precision.
Gru deactivates Fiery Hands.
Gru deactivates Kinetic Shield.
Gru deactivates True Grit.
Gru deactivates Beyond the Flesh.
Gru deactivates Momentum.
Gru deactivates Arcane Combat.
Gru deactivates Weapon of Wrath.
Gru deactivates Acidic Soil.