Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Marson's Autoexplore & Rest Tweaks 1.2.4v2.1.0 *** FOR ToME v1.2.4 ONLY *** Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal. • 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5. Additional features: + Compatible with ToME v1.2.4 Notes: 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:
Infinite500 v2.4: Revised high level play for ToME 1.2.4Version 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. Items Vault 1.2.0Donators/Buyers bonus! Use Item Shortcuts 1.2.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Tier-1 Short Circuit Option 1.0.6Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Marson'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
Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Randventurer Class 1.2.3Adds a new character class to the game: The Randventurer! Randventurers are similar to Adventurers, they can get any talent tree - except they don't get to pick which ones! At character creation they are given many semi-random talent trees, selected so that (hopefully) every character is playable and viable. Any talent tree that can be learned in the game has a chance of appearing on your character. To keep characters playable, randventurer does several things: Prevents conflicting weapon styles, Limits the number of stats used, Makes sure any requirements are met, Ensures any resources the character has are usable and many other small things. See the forums for more detail about Randventurers. Most addons will work normally and have the talents chosen as part of the random character creation. The following addons have full support:
Plenum Tooltip: Enhanced actor tooltip display for TOME v2.3 1.2.4Plenum 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. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Enhanced Object Compare 1.1.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Alchemist |
| Level / Exp | 31 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by Voramina the cold drake hatchling at level 31 on the 69th Regrowth 123rd year of Ascendancy at 18:28 / 1 |
Primary Stats
| Strength | 32 (base 27) |
| Dexterity | 17 (base 10) |
| Constitution | 15.82056949617 (base 25) |
| Magic | 72 (base 60) |
| Willpower | 40 (base 20) |
| Cunning | 55 (base 23) |
Resources
| Life | -54/567 |
| Mana | 254/460 |
| Healing Factor | 1.3 |
| Regeneration | 60.125 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 9 |
| Infravision | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 11 |
| Crit Chance | 18% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51.333333333333 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 31.999999999999 (45%) |
| Defense | 21.225 |
| Ranged Defense | 21.225 |
| Fatigue | 0 |
| Physical Save | 30.97408784978 |
| Spell Save | 35.70548818795 |
| Mental Save | 36.73048818795 |
Defense: Resistances
| All | -13%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Silence Resistance | 32% |
| Instadeath Resistance | 100% |
| Blind Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 228 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 71 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Fire alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Frost alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Spell / Golemancy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Acid alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is hexed, granting it 41% chance each turn to be dazed for 3 turns. Pacification Hex |
| detrimental effect | The target is infected by a disease, reducing its constitution by 16 and doing 61.86 blight damage per turn. Rotting Disease |
| beneficial effect | A flow of life spins around the target, regenerating 45.60 life per turn. Regeneration |
| beneficial effect | The target's saves have been increased by 2. Spin Fate |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)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 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Spin Fate (+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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
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 Shade. | 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: 49. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed red crystal shard. * You've found the needed vampire lord fang. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed giant spider spinneret. * You've found the needed orc heart. | 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 failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 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. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] Aetherwalk (6 def, 0 armour)Aetherwalk (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Defense: +6 Fatigue: +1% Damage when hit (Melee): 0(-4) mind Changes stats: +8 Mag / +0(-2) Wil / +8(+5) Cun Changes resistances: +12% arcane Changes resistances cap: +5% arcane Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) It can be used to phase door in range 6, radius 2, costing 18 power out of 24/24. A wispy purple aura surrounds these translucent black boots. Tap to cycle through comparison choices |
| Quiver | [vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] 180 alchemist turquoise180 alchemist turquoise 0.00 Encumbrance. Type: alchemist-gem / green ; tier 4 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
| Light source | [vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] BelezorBelezor Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Fatigue: -2% Damage when hit (Melee): 0(-4) mind / 4 physical Changes stats: +2 Dex / +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. Tap to cycle through comparison choices |
| On head | [vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] voratun helm 'Braniyon' (0 def, 8 armour)voratun helm 'Braniyon' (0 def, 8 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Physical power: +11 Armour: +8 Fatigue: +5% Damage when hit (Melee): 12 blight / 0(-4) mind Changes stats: +4 Str / +11(+9) Wil / +0(-3) Cun Changes resistances: +9% blight / +12% physical Changes resistances penetration: +10% temporal Changes damage: +3% blight / +15% temporal / +0%(-29%) cold Talent granted: +0(+-1) Command Staff Physical save: +5 Mental save: +13 Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Tap to cycle through comparison choices |
| Tool | [vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] warded stralite torque of psychoportation [power 43] (23 cooldown)warded stralite torque of psychoportation [power 43] (23 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Maximum wards: +1 physical / +2 mind / +3 darkness Changes damage: +0%(-29%) cold Talents granted: +1 Ward +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) It can be used to teleport randomly (rad 43), placing all other charms into a 23 cooldown. Torques are made by powerful psionics to store psionic powers. Tap to cycle through comparison choices |
| On fingers | [vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] Lustrerot the gold ringLustrerot the gold ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +2(-1) Cun / +3(+1) Wil Changes resistances penetration: +10% light Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Silence immunity: +32% Mana each turn: +0.18 Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) Light radius: +1 See invisible: +6 Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] Elemental FuryElemental Fury Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +3 Mag / +0(-2) Wil / +3(-) Cun Changes damage: +12% lightning / +12% fire / +12% arcane / +12%(-17%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. Tap to cycle through comparison choices |
| Around waist | [vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +3(+1) Wil Changes resistances: +20% blight / +20% cold / +20% nature Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. Tap to cycle through comparison choices |
| In main hand | [vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element)elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 29.0 - 34.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 (-) Physical crit. chance: +4.5% (-) Attack speed: 100% (-) Burst (radius 2) on crit: +4(-) arcane When wielded/worn: Damage when hit (Melee): 4(-) mind Changes stats: +3(-) Cun / +2(-) Wil Changes damage: +29%(-) cold Talents granted: +1.00(-) Command Staff Hate when firing a critical mind attack: +1.00 (-) Spellpower: +16 (-) Spell crit. chance: +4% (-) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
| On hands | [vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] polar dwarven-steel gauntlets of the juggernaut (0 def, 2 armour)polar dwarven-steel gauntlets of the juggernaut (0 def, 2 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Armour: +2 Damage (Melee): 8 cold Damage when hit (Melee): 0(-4) mind Changes stats: +0(-2) Wil / +0(-3) Cun / +2 Con Changes resistances: +8% cold Changes damage: +5%(-24%) cold Talent granted: +0(+-1) Command Staff Physical save: +18 Spell save: +5 Mental save: +5 Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) It can be used to activate talent Juggernaut, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 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 27% and provides 15% chances to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. Tap to cycle through comparison choices |
| Main armor | [vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] The Untouchable (14 def, 12 armour)The Untouchable (14 def, 12 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 Damage when hit (Melee): 0(-4) mind Changes stats: +8(+5) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. Tap to cycle through comparison choices |
| Cloak | [vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] Wrap of Stone (0 def, 10 armour)Wrap of Stone (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Armour: +10 Armour Hardiness: +15% Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes resistances: +5% physical Changes damage: +0%(-29%) cold / +5% physical Talent masteries: +0.10 Spell / Stone +0.20 Spell / Earth Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +6 (-10) Spell crit. chance: +0% (-4%) It can be used to activate talent Stone Wall (costing 45 power out of 60/60) : Effective talent level: 1.2 Power cost: 45 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 100.65 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. Tap to cycle through comparison choices |
| Around neck | [vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] DimcryptDimcrypt Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Fatigue: -5% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 0(-4) mind Changes stats: +4 Dex / +0(-2) Wil / +8(+5) Cun / +5 Con Changes resistances penetration: +10% darkness Changes damage: +6% darkness / +0%(-29%) cold Talent granted: +0(+-1) Command Staff Life regen: +0.40 Stamina each turn: +0.60 Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) Movement speed: +10% Amulets can have magical properties. Tap to cycle through comparison choices |
Inventory
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] healing infusion of the sneak (heal 171)healing infusion of the sneak (heal 171) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 171 and cleanse 1 wound and poison 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. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] heroism infusion of the warrior (+10 for 9 turns, die at -402)heroism infusion of the warrior (+10 for 9 turns, die at -402) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 9 turns. While Heroism is active, you will only die when reaching -402 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength 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. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] insidious poison infusion (27 nature damage, 49% healing reduction)insidious poison infusion (27 nature damage, 49% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 26.86 nature damage per turns for 7 turns, and reducing the target's healing received by 49%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] movement infusion (560% speed; 6 turns)movement infusion (560% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 560% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] regeneration infusion of the duelist (heal 192 over 5 turns)regeneration infusion of the duelist (heal 192 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 192 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] sun infusion of the wizard (rad 6; power 107; turns 4; dispells darkness)sun infusion of the wizard (rad 6; power 107; turns 4; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 54). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 107) for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] wild infusion (resist 14%; cure magical)wild infusion (resist 14%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 14% for 6 turns. 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. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] wild infusion (resist 18%; cure mental)wild infusion (resist 18%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 18% for 6 turns. 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. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] wild infusion of the duelist (resist 25%; cure physical)wild infusion of the duelist (resist 25%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 25% for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] Rune of the Rift (310.00 temporal damage, removed from time 4 turns)Rune of the Rift (310.00 temporal damage, removed from time 4 turns) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 356.50 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (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. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] biting gale rune of the warrior (126 cold damage; 40 apply power)biting gale rune of the warrior (126 cold damage; 40 apply power) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 126.14 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 40. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] controlled phase door rune of the sneak (range 10)controlled phase door rune of the sneak (range 10) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 10. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] heat beam rune (118 fire damage)heat beam rune (118 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 117.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] invisibility rune of the warrior (power 14 for 7 turns)invisibility rune of the warrior (power 14 for 7 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 14) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] lightning rune of the titan (162 lightning damage)lightning rune of the titan (162 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 53.94 to 161.81 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] manasurge rune of the warrior (897% regen over 10 turns; 45 instant mana)manasurge rune of the warrior (897% regen over 10 turns; 45 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 897% over 10 turns and instantly restoring 45 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] phase door rune of the sneak (range 12; power 37; dur 5)phase door rune of the sneak (range 12; power 37; dur 5) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 37%, your defense is increased by 37 and all your resistances by 37%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] shielding rune of the titan (absorb 97 for 3 turns)shielding rune of the titan (absorb 97 for 3 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 97 damage for 3 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] vision rune (radius 9; dur 17; see dragon)vision rune (radius 9; dur 17; see dragon) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 14) for 17 turns. Your mind will become more receptive for 17 turns, allowing you to sense any dragon around. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] vision rune (radius 8; dur 14; see horror)vision rune (radius 8; dur 14; see horror) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 10) for 14 turns. Your mind will become more receptive for 14 turns, allowing you to sense any horror around. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] vision rune (radius 10; dur 12; see humanoid)vision rune (radius 10; dur 12; see humanoid) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 10) for 12 turns. Your mind will become more receptive for 12 turns, allowing you to sense any humanoid around. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] vision rune (radius 11; dur 14; see animal)vision rune (radius 11; dur 14; see animal) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 10) for 14 turns. Your mind will become more receptive for 14 turns, allowing you to sense any animal around. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] vision rune of the sneak (radius 9; dur 20; see undead)vision rune of the sneak (radius 9; dur 20; see undead) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 26) for 20 turns. Your mind will become more receptive for 20 turns, allowing you to sense any undead around. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] vision rune of the titan (radius 8; dur 16; see demon)vision rune of the titan (radius 8; dur 16; see demon) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 21) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any demon around. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] stralite amuletstralite amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) Amulets can have magical properties. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] steel ring 'Getoroddazilamnir'steel ring 'Getoroddazilamnir' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +4 Mag / +0(-2) Wil / +0(-3) Cun Changes resistances penetration: +5% arcane Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Spell save: +25 Cut immunity: +5% Silence immunity: +10% Hate when firing a critical mind attack: +0.00 (-1.00) Only die when reaching: -40.00 life Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] acidic stralite battleaxe of torment (44-66 power, 3 apr)This item will automatically be transmogrified when you leave the level. acidic stralite battleaxe of torment (44-66 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0(+15.0 - +31.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-2) Physical crit. chance: +7.5% (+3.0%) Attack speed: 100% (-) On weapon hit: + 20% chance to torment the target On weapon crit: + splashes the target with acid Damage (Melee): +21 acid Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes resistances penetration: +7% mind / +12% darkness Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] magelord's elven-wood magestaff of fate (25-30 power, 5 apr, lightning element)This item will automatically be transmogrified when you leave the level. magelord's elven-wood magestaff of fate (25-30 power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0(-4.0 - -4.8) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 (-) Physical crit. chance: +4.5% (-) Attack speed: 100% (-) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Physical crit. chance: +9.0% Damage (Melee): 31 arcane Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +25% lightning / +0%(-29%) cold Talents granted: +1.00(-) Command Staff Physical save: +9 Spell save: +8 Mental save: +8 Hate when firing a critical mind attack: +0.00 (-1.00) Maximum mana: +75.00 Spellpower: +20 (+4) Spell crit. chance: +8% (+4%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] quick stralite waraxe (32-44.8 power, 5 apr)This item will automatically be transmogrified when you leave the level. quick stralite waraxe (32-44.8 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8(+3.0 - +10.0) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 (-) Physical crit. chance: +6.5% (+2.0%) Attack speed: 111% (111%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Accuracy: +11 Damage when hit (Melee): 0(-4) mind Changes stats: +3 Dex / +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) One-handed war axes. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] slime-covered stralite waraxe of projection (31.5-44.1 power, 5 apr)This item will automatically be transmogrified when you leave the level. slime-covered stralite waraxe of projection (31.5-44.1 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1(+2.5 - +9.3) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 (-) Physical crit. chance: +6.5% (+2.0%) Attack speed: 100% (-) On weapon hit: * Slows global speed by 9% (+9%) Damage (Melee): +12 mind Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 5 cooldown. One-handed war axes. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] stralite waraxe (32.5-45.5 power, 5 apr)This item will automatically be transmogrified when you leave the level. stralite waraxe (32.5-45.5 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5(+3.5 - +10.7) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 (-) Physical crit. chance: +6.5% (+2.0%) Attack speed: 100% (-) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) One-handed war axes. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] restful dwarven-steel gauntlets of the starseeker (0 def, 2 armour)This item will automatically be transmogrified when you leave the level. restful dwarven-steel gauntlets of the starseeker (0 def, 2 armour) Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Armour: +2 Damage when hit (Melee): 0(-4) mind Changes stats: +3 Mag / +0(-2) Wil / +3(-) Cun Changes resistances: +7% light / +7% darkness Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Life regen: +1.80 Stamina each turn: +1.00 Hate when firing a critical mind attack: +0.00 (-1.00) Maximum stamina: +17.00 Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 65.82 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] sand hardened leather gloves of dexterity (+3) (0 def, 9 armour)This item will automatically be transmogrified when you leave the level. sand hardened leather gloves of dexterity (+3) (0 def, 9 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Accuracy: +15 Armour: +9 Damage (Melee): 9 physical Damage when hit (Melee): 0(-4) mind Changes stats: +3 Dex / +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold / +5% physical Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] hardened leather armour of the deep (3 def, 10 armour)hardened leather armour of the deep (3 def, 10 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Armour: +10 Defense: +3 Fatigue: +8% Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes resistances: +7% acid / +7% cold Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Allows you to breathe in: water Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) A suit of armour made of leather. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] corrosive dwarven-steel shield (8 def, 2 armour, 86.5 block)This item will automatically be transmogrified when you leave the level. corrosive dwarven-steel shield (8 def, 2 armour, 86.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Effects when hit in melee: * 14% chance to corrode armor Damage when hit (Melee): 0(-4) mind Changes stats: +0(-2) Wil / +0(-3) Cun / +3 Con Changes resistances: +13% acid Changes damage: +0%(-29%) cold Talents granted: +3 Block +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) Handheld deflection devices. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] sentry's quiver of elven-wood arrows (45/45, 50-70 power, 19 apr)This item will automatically be transmogrified when you leave the level. sentry's quiver of elven-wood arrows (45/45, 50-70 power, 19 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 50.0 - 70.0(+21.0 - +35.2) Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 (+14) Physical crit. chance: +2.5% (-2.0%) Attack speed: 100% (100%) Capacity: 45 Turns elapse between self-loadings: 4 Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] 16 agate16 agate 0.00 Encumbrance. Type: gem / black ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +1 Str / +1 Dex / +1 Mag / +1(-1) Wil / +1(-2) Cun / +1 Con Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) 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. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] 34 onyx34 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +3 Str / +3 Dex / +3 Mag / +3(+1) Wil / +3(-) Cun / +3 Con Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) 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. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] 249 alchemist sapphire249 alchemist sapphire 0.00 Encumbrance. Type: alchemist-gem / blue ; tier 4 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When used as an alchemist bomb: Additional 30 ice damage Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] 31 aquamarine31 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Armour: +2 Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes resistances: +2% all Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] 28 lapis lazuli28 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Defense: +6 Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Physical save: +6 Spell save: +6 Mental save: +6 Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] 27 opal27 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +2 Str / +2 Dex / +2 Mag / +2(-) Wil / +2(-1) Cun / +2 Con Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) 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. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] 10 sapphire10 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Defense: +8 Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Physical save: +8 Spell save: +8 Mental save: +8 Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used as an alchemist bomb: Additional 30 ice damage Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] 32 topaz32 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Defense: +4 Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Physical save: +4 Spell save: +4 Mental save: +4 Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] miner's dwarven-steel pickaxe (dig speed 21 turns)miner's dwarven-steel pickaxe (dig speed 21 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +2 Str / +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] 37 emerald37 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Armour: +3 Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes resistances: +3% all Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] 9 jade9 jade 0.00 Encumbrance. Type: gem / green ; tier 4 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Armour: +4 Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes resistances: +4% all Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] 15 spinel15 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Defense: +2 Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Physical save: +2 Spell save: +2 Mental save: +2 Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] 14 turquoise14 turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] Crystal FocusCrystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When carried: This orb will automatically identify items you find. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] Petrified WoodPetrified Wood Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-2) Wil / +0(-3) Cun / +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Reduces incoming crit damage: 23.00% Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] 2 bloodstone2 bloodstone 0.00 Encumbrance. Type: gem / red ; tier 5 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Stun/Freeze immunity: +60% Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] 31 garnet31 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Physical crit. chance: +3.0% Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold / +6% all Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +3% (-1%) 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: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] 14 ruby14 ruby 0.00 Encumbrance. Type: gem / red ; tier 4 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +4 Str / +4 Dex / +4 Mag / +4(+2) Wil / +4(+1) Cun / +4 Con Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) 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. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] Gwai's BurninatorGwai's Burninator Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) It can be used to shoot a cone of fire, costing 37 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] Rod of Recall (2/2)Rod of Recall (2/2) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) It can be used to recall the user to the worldmap, costing 150 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. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) 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. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] Ividarin the Shadowgash [power 153] (4 cooldown)Ividarin the Shadowgash [power 153] (4 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 4 darkness / 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes resistances: +9% darkness / +5% arcane Changes damage: +6% darkness / +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) It can be used to fire a blast of psionic energies in a beam (dam 76-153), placing all other charms into a 4 cooldown. Torques are made by powerful psionics to store psionic powers. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] Mogen [power 89] (23 cooldown)Mogen [power 89] (23 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +1 Str / +1 Dex / +1 Mag / +0(-2) Wil / +1(-2) Cun / +1 Con Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 89 for 7 turns, placing all other charms into a 23 cooldown. Torques are made by powerful psionics to store psionic powers. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] quiet steel torque of clear mind [power 2] (8 cooldown)quiet steel torque of clear mind [power 2] (8 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent cooldown: Silence (+5 turn) Talents granted: +2 Silence +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, placing all other charms into a 8 cooldown. Torques are made by powerful psionics to store psionic powers. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] supercharged stralite torque of kinetic psionic shield [power 121] (20 cooldown)supercharged stralite torque of kinetic psionic shield [power 121] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 121 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] warded dwarven-steel torque of psychoportation [power 34] (23 cooldown)warded dwarven-steel torque of psychoportation [power 34] (23 cooldown) Requires: - Level 15 Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Maximum wards: +1 physical / +2 mind / +3 darkness Changes damage: +0%(-29%) cold Talents granted: +1 Ward +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) It can be used to teleport randomly (rad 34), placing all other charms into a 23 cooldown. Torques are made by powerful psionics to store psionic powers. This item has been sent to the Item's Vault. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] elven-wood totem of cure ailments [power 3] (8 cooldown)elven-wood totem of cure ailments [power 3] (8 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) It can be used to remove up to 3 poisons or diseases from the target, placing all other charms into a 8 cooldown. Natural totems are made by powerful wilders to store nature power. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] elven-wood totem of thorny skin [power 58] (15 cooldown)elven-wood totem of thorny skin [power 58] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) It can be used to harden the skin for 7 turns increasing armour by 58 and armour hardiness by 60%, placing all other charms into a 15 cooldown. Natural totems are made by powerful wilders to store nature power. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] yew totem of healing [power 130] (15 cooldown)yew totem of healing [power 130] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) It can be used to heal the target for 130, placing all other charms into a 15 cooldown. Natural totems are made by powerful wilders to store nature power. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] 36 amethyst36 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold / +4% all Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +2% (-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 25 arcane damage Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] Windwilder [power 373] (12 cooldown)Windwilder [power 373] (12 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes resistances: +9% nature / +3% lightning Changes resistances penetration: +5% lightning Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) It can be used to fire a bolt of a random element (dam 186-373), placing all other charms into a 12 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] overpowered elven-wood wand of clairvoyance [power 15] (8 cooldown)overpowered elven-wood wand of clairvoyance [power 15] (8 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 15), placing all other charms into a 8 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] warded elven-wood wand of trap destruction [power 92] (12 cooldown)warded elven-wood wand of trap destruction [power 92] (12 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Maximum wards: +2 lightning / +5 temporal / +2 blight / +4 fire / +2 cold Changes damage: +0%(-29%) cold Talents granted: +1 Ward +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) It can be used to try to disarm traps in a line (disarm power 92), placing all other charms into a 12 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] yew wand of firewall [power 169] (5 cooldown)yew wand of firewall [power 169] (5 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) It can be used to creates a wall of flames lasting for 4 turns (dam 169 overall), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] Burning StarBurning Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When carried: Light radius: +1 It can be used to map surroundings, costing 23 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] 23 quartz23 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] 11 amber11 amber 0.00 Encumbrance. Type: gem / yellow ; tier 4 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Physical crit. chance: +4.0% Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold / +8% all Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) 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: 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] 24 ametrine24 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold / +2% all Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +1% (-3%) 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: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] 19 citrine19 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. elven-wood magestaff 'Dagedunatar' (29-34.8 power, 5 apr, cold element) (In main hand, 1 of 2)] 15 zircon15 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (100%) Burst (radius 2) on crit: +0(-4) arcane When wielded/worn: Armour: +1 Damage when hit (Melee): 0(-4) mind Changes stats: +0(-3) Cun / +0(-2) Wil Changes resistances: +1% all Changes damage: +0%(-29%) cold Talent granted: +0(+-1) Command Staff Hate when firing a critical mind attack: +0.00 (-1.00) Spellpower: +0 (-16) Spell crit. chance: +0% (-4%) When used to imbue an object: Armour: +1 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. Tap to cycle through comparison choices |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Galdon the Higher Alchemist level 28
17th Regrowth 123rd year of Ascendancy at 10:38 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Galdon the Higher Alchemist level 20
71st Haze 122nd year of Ascendancy at 05:54 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Galdon the Higher Alchemist level 28
15th Regrowth 123rd year of Ascendancy at 17:24 see stats
Anti-Antimagic! (Roguelike)
Destroyed the Ziguranth camp with your Rhaloren allies.By Galdon the Higher Alchemist level 31
62nd Regrowth 123rd year of Ascendancy at 14:45 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Galdon the Higher Alchemist level 12
28th Dusk 122nd year of Ascendancy at 01:53 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Galdon the Higher Alchemist level 17
54th Haze 122nd year of Ascendancy at 17:46 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Galdon the Higher Alchemist level 17
46th Haze 122nd year of Ascendancy at 22:14 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Galdon the Higher Alchemist level 20
79th Haze 122nd year of Ascendancy at 09:25 see stats
Guiding Hand (Roguelike)
Saved all escorted adventurers.By Galdon the Higher Alchemist level 24
3rd Regrowth 123rd year of Ascendancy at 22:52 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Galdon the Higher Alchemist level 20
71st Haze 122nd year of Ascendancy at 03:38 see stats
Level 10 (Roguelike)
Got a character to level 10.By Galdon the Higher Alchemist level 10
3rd Flare 122nd year of Ascendancy at 21:51 see stats
Level 20 (Roguelike)
Got a character to level 20.By Galdon the Higher Alchemist level 20
64th Haze 122nd year of Ascendancy at 03:02 see stats
Level 30 (Roguelike)
Got a character to level 30.By Galdon the Higher Alchemist level 30
34th Regrowth 123rd year of Ascendancy at 19:19 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Galdon the Higher Alchemist level 13
38th Dusk 122nd year of Ascendancy at 05:12 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Galdon the Higher Alchemist level 17
46th Haze 122nd year of Ascendancy at 14:40 see stats
Tales of the Spellblaze (Roguelike)
Learned the eight chapters of the Spellblaze Chronicles.By Galdon the Higher Alchemist level 20
71st Haze 122nd year of Ascendancy at 05:54 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Galdon the Higher Alchemist level 8
3rd Mirth 122nd year of Ascendancy at 11:00 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Galdon the Higher Alchemist level 20
71st Haze 122nd year of Ascendancy at 05:54 see stats
The Rat Lich (Roguelike)
Killed the terrible Rat Lich.By Galdon the Higher Alchemist level 21
2nd Decay 122nd year of Ascendancy at 20:00 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Galdon the Higher Alchemist level 15
39th Haze 122nd year of Ascendancy at 22:45 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Galdon the Higher Alchemist level 22
1st Wintertide 123rd year of Ascendancy at 20:59 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Galdon the Higher Alchemist level 12
13rd Dusk 122nd year of Ascendancy at 08:08 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Galdon the Higher Alchemist level 15
38th Haze 122nd year of Ascendancy at 10:12 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Galdon the Higher Alchemist level 21
3rd Decay 122nd year of Ascendancy at 00:59 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Galdon the Higher Alchemist level 27
15th Regrowth 123rd year of Ascendancy at 07:58 see stats
Log
Throw Bomb is still on cooldown for 1 turns.
You are unable to move!
Galdon casts Channel Staff.
Voramina the cold drake hatchling casts Corrupted Negation.
Voramina the cold drake hatchling's spell attains critical power!
Galdon is not dazed anymore.
Galdon deactivates Frost Infusion.
Galdon's fate is no longer being spun.
Galdon takes fate by the hand.
Galdon deactivates Ice Core.
Galdon is no longer cursed.
Galdon deactivates Chant of Fortitude.
Burning from Golem (servant of Galdon) hits Voramina the cold drake hatchling for 0 cold, 13 fire (13 total damage).
Galdon's Channel Staff hits Voramina the cold drake hatchling for 17 fire, 0 cold, 17 lightning, 17 arcane (50 total damage).
Voramina the cold drake hatchling hits Galdon for 145 blight damage.
Voramina the cold drake hatchling hits Golem (servant of Galdon) for 155 blight damage.
Voramina the cold drake hatchling killed Golem (servant of Galdon)!
A shield forms around Galdon.
A barrier bursts from the leather jacket!
Talent Throw Bomb is ready to use.
Rotting Disease from Voramina the cold drake hatchling hits Galdon for (55 absorbed), 0 blight (0 total damage).
Galdon uses Infusion: Regeneration.
Galdon starts regenerating health quickly.
Voramina the cold drake hatchling casts Soul Rot.
Voramina the cold drake hatchling's spell attains critical power!
Burning from Golem (servant of Galdon) hits Voramina the cold drake hatchling for 27 fire damage.
Your shield crumbles under the damage!
The shield around Galdon crumbles.
Saving game...
