Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
Addons | Weapons Pack 1.2.3This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Infinite500 v2.3b: Revised high level play for ToME 1.2.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Marson's UI Modifications 1.2.3v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Extra Dungeons 1.2.3In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Faction Allies for Final Fight 1.2.3Allows you to choose one faction ally for the final battle, for added variety. Doctornull's Class Pack 1.2.1This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. 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:
Turtle race 1.2.3This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Weird Wyrmic 1.2.3My own take at wyrmics. Simple Font Floating Text 1.1.5Changes the floating text to a different font Improved player targetting 1.2.0Player's targetting improvements. Allow Respec Anywhere 1.2.3ToME Wyrmic Tweaks Mk. II 1.2.2A large series of Wyrmic tweaks, designed to keep the character of the class intact, but also increase its effectiveness and synergy. Predator Class 1.2.3Archery dosent get enough love. Give it some with a stealthy afflicted that shoots xor stabs stuff! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Arcanum Class Pack 1.2.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Plenum Tooltip: Enhanced actor tooltip display for TOME v2.2a 1.2.1Plenum 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. ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Doctornull's Tweak Pack 1.2.1A collection of tweaks for existing ToME content. Items Vault 1.2.0Donators/Buyers bonus! Midnight 1.2.2Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Verdant Class Pack 1.2.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black More Taints 1.2.3Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Badass Death Messages 1.2.3Tired of being energised to death? Sick of being sickened to death? Is being cooled to death not cool enough for you? Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Auto Use Tweaks 1.2.1Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Hedgeknight Class 1.2.3They say that deep within the forests of The Gloom lies a mysterious hedge maze, expanding as far as the eye can see. --- This addon adds in the Hedgeknight Class, a Two-Handed warrior who uses the power of 'The Hedge' to augment his power with various summons and buffs. --- Talents Ivy All talents in this tree revolve around summoning friendly Ivy, each of which has a different effect, and scales slightly differently. Each Ivy's effect is applied when you land a melee attack on an enemy that is also within melee range of an Ivy. Additionally, all Ivy (and your Bush Guardian) are part of a Plant Network, that allows them to share damage with one another. Poison Ivy Resist All is equal to 50% of your poison resistance. Crippling Ivy Resist All is equal to 50% of your physical save. Razorleaf Ivy Resist All is equal to 50% of your bleeding resistance. Medicinal Ivy Resist All is equal to 50% of your heal mod. Thorns Offers some basic combat moves, a little bit of mobility, and a sustain that greatly increases your damage potential in extended fights. Thorn Whip Attack a nearby enemy within range 4 for Nature weapon damage. Thorn Graze Attack an enemy in melee range for Nature weapon damage. Thorn Rose Grants passive Pin, Poison, and Bleeding resistance. Thorn Body Sustain that grants passive Armor and Strength. Bush Guardian A tree that revolves around a moderate damage pet, that uses him for mobility and damage options. Bushy Beard Passively grant yourself Constitution and Accuracy. Bush Taunt Requires your Bushy Friend to be on the battlefield. Bush to Bush Requires your Bushy Friend to be on the battlefield. Bush Whacker Requires your Bushy Friend to be on the battlefield and within 2 tiles of yourself. Hedgecraft A tree that revolves around using your control over the hedge to do weave 'Impossible' feats. One With the Hedge Link yourself into your Plant Network, sharing and receiving damage though it. Hedgify Empower your weapon with the very power of the Hedge itself, and attack all targets within a range of 3 for half Nature, half Poison damage. Hedge Portal Step 'through' the Hedge to your target location, gaining bonus Armor, Defense, and Resist All for a few turns. Hedge Grasp Pull in a nearby enemy with the power of the hedge, pinning and blinding them. Petals A tree that revolves around low to mid ranged melee combat. Petal Beam Attack an enemy at short range with a Nature Weapon attack. Petal Swarm Attack an enemy at short to medium range with a Nature Weapon attack. Petal Implosion Attack an enemy in melee range with a high damage Nature Weapon attack. Petal Dance Sustain this talent to become one with your Petals. Eternal Darkness 1.2.3Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. 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 Adventure |
Sex | Male |
Race | Shalore |
Class | Storm Warden |
Level / Exp | 30 / 28% |
Size | big |
Lifes / Deaths | Killed by Boom at level 23 on the 69th Pyre 123rd year of Ascendancy at 04:25 4 / 2Killed by champion of Urh'Rok at level 25 on the 75th Dusk 123rd year of Ascendancy at 17:17 |
Primary Stats
Strength | 42 (base 27) |
Dexterity | 58 (base 54) |
Constitution | 17 (base 10) |
Magic | 66 (base 51) |
Willpower | 30 (base 10) |
Cunning | 13 (base 10) |
Resources
Life | 685/685 |
Mana | 124/124 |
Stamina | 280/280 |
Positive | 0/117 |
Healing Factor | 1 |
Regeneration | 6.566921969587 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +156.16921969587% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 7 |
See Stealth | 7 |
See Invisible | 22 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 120 |
Accuracy | 42 |
Crit Chance | 22% |
APR | 28 |
Speed | 0.80 |
Offense: Spell
Spellpower | 49.666666666667 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 28.6 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Defense: Base
Armour (hardiness) | 27 (30%) |
Defense | 26.9 |
Ranged Defense | 30.9 |
Fatigue | 1 |
Physical Save | 26.325 |
Spell Save | 47.4982886502 |
Mental Save | 62.454986716548 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 20% |
Blind Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical, mental effects and increase affinity for all damage by 10% for 6 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 398 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 765% over 10 turns and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
Technique / Archery - bows | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Thunderstrike | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Spell / Arcane surge | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Technique / Dual weapons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Mage warden | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 0.80 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Essence of Speed |
talent | Chant of Fortitude |
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 grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Scintillating Caves. Escort: lost anorithil (level 2 of Scintillating Caves)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by rogue. Escort: lost warrior (level 3 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Heightened Senses (+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 Shardskin. * 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 fire 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. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
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. * The fortress shadow has asked that you come back as soon as possible. * 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: 97. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed xorn fragment. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed giant spider spinneret. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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. Merkul's Second Eye (In main hand, 1 of 2)] Wanderer's Rest (4 def, 0 armour)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Wanderer's Rest (4 def, 0 armour) Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Defense: +4 Fatigue: -10% Damage (Ranged): 0(-25) arcane Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Light radius: +0 (-2) Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. Tap to cycle through comparison choices Tap to cycle through comparison choices |
Quiver | [vs. Merkul's Second Eye (In main hand, 1 of 2)] The Titan's Quiver (18/18, 62-86.8 power, 20 apr)[vs. Merkul's Second Eye (In main hand, 1 of 2)] The Titan's Quiver (18/18, 62-86.8 power, 20 apr) Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8(+62.0 - +86.8) Uses stats: 50% Dex, 70% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +8.0% Attack speed: 100% (100%) Firing range: +0 (-9) Capacity: 18 When this weapon hits: Arcane Eye (100% chance level 4). On weapon crit: + pin the target to the nearest wall Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Light radius: +0 (-2) These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. This item has been sent to the Item's Vault. Tap to cycle through comparison choices Tap to cycle through comparison choices |
Light source | [vs. Merkul's Second Eye (In main hand, 1 of 2)] Eilinyvena[vs. Merkul's Second Eye (In main hand, 1 of 2)] Eilinyvena Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Changes stats: +2 Cun / +1 Str Changes resistances penetration: +10% physical Blindness immunity: +25% Confusion immunity: +10% Light radius: +7 (+5) See stealth: +7 See invisible: +12 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. Tap to cycle through comparison choices Tap to cycle through comparison choices |
On head | [vs. Merkul's Second Eye (In main hand, 1 of 2)] Steel Helm of Garkul (0 def, 6 armour)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Armour: +6 Fatigue: +8% Damage (Ranged): 0(-25) arcane Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 Light radius: +0 (-2) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. Tap to cycle through comparison choices Tap to cycle through comparison choices |
Tool | [vs. Merkul's Second Eye (In main hand, 1 of 2)] Zuberin (dig speed 10 turns)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Zuberin (dig speed 10 turns) Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Fatigue: -7% Effects on melee hit: * 15% chance to corrode armor Damage (Ranged): 0(-25) arcane Changes stats: +6 Str / +2 Wil Changes resistances: +12% darkness Changes damage: +9% fire / +10% mind / +3% arcane Damage affinity(heal): +15% darkness Spell save: +6 Mental save: +12 Spell crit. chance: +1% Light radius: +0 (-2) Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Tap to cycle through comparison choices Tap to cycle through comparison choices |
On fingers | [vs. Merkul's Second Eye (In main hand, 1 of 2)] conjurer's gold ring of pilfering[vs. Merkul's Second Eye (In main hand, 1 of 2)] conjurer's gold ring of pilfering Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Accuracy: +9 Armour penetration: +8 Defense: +7 Damage (Ranged): 0(-25) arcane Changes stats: +5 Mag / +5 Wil Spellpower: +7 Light radius: +0 (-2) Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Tap to cycle through comparison choices Tap to cycle through comparison choices |
On fingers | [vs. Merkul's Second Eye (In main hand, 1 of 2)] Cuthamnir[vs. Merkul's Second Eye (In main hand, 1 of 2)] Cuthamnir Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Accuracy: +6 Physical crit. chance: +3.0% Physical power: +16 Damage (Ranged): 0(-25) arcane Changes resistances: +16% acid / +1% physical / +34% light / +15% fire / +20% cold / +13% lightning Changes damage: +17% light / +7% all Spellpower: +11 Mindpower: +11 Light radius: +0 (-2) Rings can have magical properties. Tap to cycle through comparison choices Tap to cycle through comparison choices |
Around waist | [vs. Merkul's Second Eye (In main hand, 1 of 2)] Mighty Girdle[vs. Merkul's Second Eye (In main hand, 1 of 2)] Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Armour: +4 Damage (Ranged): 0(-25) arcane Maximum encumbrance: +70 Knockback immunity: +40% Light radius: +0 (-2) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. Tap to cycle through comparison choices Tap to cycle through comparison choices |
In main hand | [vs. Merkul's Second Eye (In main hand, 1 of 2)] Merkul's Second Eye[vs. Merkul's Second Eye (In main hand, 1 of 2)] Merkul's Second Eye Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% (-) Firing range: +9 (-) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% (-) When wielded/worn: Damage (Ranged): 25(-) arcane Light radius: +2 (-) This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. This item has been sent to the Item's Vault. Tap to cycle through comparison choices Tap to cycle through comparison choices |
On hands | [vs. Merkul's Second Eye (In main hand, 1 of 2)] heroic rough leather gloves of strength (+3) (0 def, 4 armour)[vs. Merkul's Second Eye (In main hand, 1 of 2)] heroic rough leather gloves of strength (+3) (0 def, 4 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Physical power: +5 Armour: +4 Damage (Ranged): 0(-25) arcane Changes stats: +3 Str Mental save: +6 Maximum life: +40.00 Light radius: +0 (-2) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Tap to cycle through comparison choices Tap to cycle through comparison choices |
Main armor | [vs. Merkul's Second Eye (In main hand, 1 of 2)] Behemoth Hide (4 def, 6 armour)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Behemoth Hide (4 def, 6 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Armour: +6 Defense: +4 Ranged Defense: +8 Fatigue: +10% Damage (Ranged): 0(-25) arcane Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Light radius: +0 (-2) Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... Tap to cycle through comparison choices Tap to cycle through comparison choices |
Cloak | [vs. Merkul's Second Eye (In main hand, 1 of 2)] cashmere cloak 'Xevea' (2 def, 7 armour)[vs. Merkul's Second Eye (In main hand, 1 of 2)] cashmere cloak 'Xevea' (2 def, 7 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Armour: +7 Defense: +2 Damage (Ranged): 0(-25) arcane Changes stats: +8 Mag / +6 Wil Changes resistances: +10% cold Changes damage: +3% mind Grants telepathy: Humanoid/Orc Mental save: +20 Maximum psi: +10.00 Spell crit. chance: +11% Light radius: +0 (-2) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Tap to cycle through comparison choices Tap to cycle through comparison choices |
Around neck | [vs. Merkul's Second Eye (In main hand, 1 of 2)] Choker of Dread[vs. Merkul's Second Eye (In main hand, 1 of 2)] Choker of Dread Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Physical power: +5 Damage (Ranged): 0(-25) arcane Blindness immunity: +100% Spellpower: +5 Light radius: +0 (-2) See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. Tap to cycle through comparison choices Tap to cycle through comparison choices |
Inventory
[vs. Merkul's Second Eye (In main hand, 1 of 2)] regeneration infusion (heal 405 over 5 turns)[vs. Merkul's Second Eye (In main hand, 1 of 2)] regeneration infusion (heal 405 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Light radius: +0 (-2) 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 405 life over 5 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 Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] oxygen infusion of the warrior (stamina 219 over 10 turns)[vs. Merkul's Second Eye (In main hand, 1 of 2)] oxygen infusion of the warrior (stamina 219 over 10 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Light radius: +0 (-2) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to restore 219 stamina and air over 10 turns. 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 Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] teleportation rune of the duelist (range 79)[vs. Merkul's Second Eye (In main hand, 1 of 2)] teleportation rune of the duelist (range 79) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Light radius: +0 (-2) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 79 with a minimum range of 15. Its effects scale with your Dexterity 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 Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Rune of the Rift (270.00 temporal damage, removed from time 4 turns)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Rune of the Rift (270.00 temporal damage, removed from time 4 turns) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Light radius: +0 (-2) 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 288.90 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 Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] shielding rune (absorb 242 for 4 turns)[vs. Merkul's Second Eye (In main hand, 1 of 2)] This item will automatically be transmogrified when you leave the level. shielding rune (absorb 242 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Light radius: +0 (-2) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 242 damage for 4 turns. 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 Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Sealed Scroll of Last Hope[vs. Merkul's Second Eye (In main hand, 1 of 2)] Sealed Scroll of Last Hope 0.10 Encumbrance. [Unique] Type: scroll / scroll Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Light radius: +0 (-2) It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Angolwen Academy Training Token[vs. Merkul's Second Eye (In main hand, 1 of 2)] Angolwen Academy Training Token Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Light radius: +0 (-2) Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] copper amulet of strength (+3)[vs. Merkul's Second Eye (In main hand, 1 of 2)] copper amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Changes stats: +3 Str Light radius: +0 (-2) Amulets can have magical properties. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] gold amulet 'Toryfast'[vs. Merkul's Second Eye (In main hand, 1 of 2)] gold amulet 'Toryfast' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Accuracy: +9 Defense: +10 Effects on melee hit: * 10 arcane resource burn Damage (Ranged): 0(-25) arcane Changes stats: +13 Lck Changes resistances: +9% lightning / +3% blight / +3% acid Light radius: +0 (-2) Reduce all damage from unseen attackers: 15% Amulets can have magical properties. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Ring of Insight[vs. Merkul's Second Eye (In main hand, 1 of 2)] Ring of Insight Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Changes stats: +2 Cun / +2 Mag Change telepathy range by : +1 Talent mastery: +0.10 Spell / Divination Light radius: +0 (-2) Infravision radius: +1 See stealth: +3 See invisible: +3 This small iron ring seems exceptionally shiny and in focus. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] rogue's copper ring of tenacity[vs. Merkul's Second Eye (In main hand, 1 of 2)] rogue's copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Defense: +4 Damage (Ranged): 0(-25) arcane Changes stats: +2 Cun Disarm immunity: +20% Pinning immunity: +24% Knockback immunity: +20% Maximum life: +20.00 Light radius: +0 (-2) Rings can have magical properties. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Zerufast[vs. Merkul's Second Eye (In main hand, 1 of 2)] Zerufast Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Defense: +8 Damage (Ranged): 0(-25) arcane Damage when hit (Melee): 4 acid Changes stats: +2 Dex / +3 Mag / +4 Cun / +1 Con Light radius: +0 (-2) Rings can have magical properties. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Ivory Carver (30-45 power, 20 apr)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Ivory Carver (30-45 power, 20 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0(+30.0 - +45.0) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +5.0% Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) Damage (Melee): +10 light When wielded/worn: Accuracy: +10 Damage (Ranged): 0(-25) arcane Light radius: +0 (-2) Carved from the horn of a strange beast from distant Tar'Eyal, this bright white battleaxe seems to cut through metal with ease. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Umbral Razor (25-32.5 power, 10 apr)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Umbral Razor (25-32.5 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5(+25.0 - +32.5) Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) Damage conversion: 50% darkness When wielded/worn: Damage (Ranged): 0(-25) arcane Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 Light radius: +0 (-2) It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 117.92 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Moon (30-39 power, 30 apr)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Moon (30-39 power, 30 apr) Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 30.0 - 39.0(+30.0 - +39.0) Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) Damage (Melee): +20 darkness When wielded/worn: Damage (Ranged): 0(-25) arcane Changes damage: +10% darkness Light radius: -1 (-3) A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Star (25-32.5 power, 20 apr)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Star (25-32.5 power, 20 apr) Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 25.0 - 32.5(+25.0 - +32.5) Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) Damage (Melee): +20 light When wielded/worn: Damage (Ranged): 0(-25) arcane Changes damage: +10% light Light radius: +1 (-1) Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] dragonbone greatclub 'Xanuleba' (65-97.5 power, 4 apr)[vs. Merkul's Second Eye (In main hand, 1 of 2)] dragonbone greatclub 'Xanuleba' (65-97.5 power, 4 apr) Requires: - Strength 48 Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatclub ; tier 5 It must be held with both hands. It is part of a set of items. Base power: 65.0 - 97.5(+65.0 - +97.5) Uses stat: 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). On weapon hit: * 30 arcane resource burn (+30) * Slows global speed by 20% (+20%) Travel speed: +0% (-400%) When wielded/worn: Effects on melee hit: * 10 arcane resource burn * Slows global speed by 30% Damage (Ranged): 0(-25) arcane Changes resistances: +3% blight / +71% mind / +20% light / +3% darkness Mental save: +19 Maximum psi: +93.00 Light radius: +0 (-2) See stealth: +16 See invisible: +22 Massive two-handed clubs. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Colaryem (48-76.8 power, 12 apr)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Colaryem (48-76.8 power, 12 apr) Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8(+48.0 - +76.8) Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 56% (56%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Fatigue: -12% Damage (Ranged): 0(-25) arcane Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Light radius: +0 (-2) Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Corpathus (40-56 power, 12 apr)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Corpathus (40-56 power, 12 apr) Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0(+40.0 - +56.0) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +4.0% Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). On weapon crit: + grows in power On weapon kill: + grows dramatically in power Travel speed: +0% (-400%) Damage (Melee): +18 draining blight When wielded/worn: Damage (Ranged): 0(-25) arcane Changes damage: +5% blight Critical mult.: +0.00% Cut immunity: -25% Maximum vim: +20.00 Light radius: +0 (-2) Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Kauila's Staff (15-18 power, 3 apr, cold damage)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Kauila's Staff (15-18 power, 3 apr, cold damage) Requires: - Magic 34 - Constitution 18 Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(+15.0 - +18.0) Uses stat: 100% Mag Damage type: Cold Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Changes damage: +30% cold Talent masteries: +0.20 Spell / Water +0.20 Spell / Ice Spellpower: +22 Spell crit. chance: +15% Light radius: +0 (-2) Talent on hit(spell): Ice Shards (20% chance level 2). It can be used to activate talent Tidal Wave (costing 35 power out of 50/50) : Effective talent level: 3.0 Power cost: 35 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 23.10 cold damage and 25.26 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Living in a freshwater spring, the owner of this staff had used it to control the water, protecting her children. Until the day she died, not a single turtle had been harmed. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Rock Lobster (22-26.4 power, 2 apr, physical damage)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Rock Lobster (22-26.4 power, 2 apr, physical damage) Requires: - Magic 34 - Constitution 26 Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 22.0 - 26.4(+22.0 - +26.4) Uses stat: 120% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +4.0% Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Changes stats: +5 Con Changes damage: +23% physical Talent masteries: +0.15 Spell / Stone +0.15 Spell / Earth Physical save: +18 Spellpower: +16 Spell crit. chance: +9% Light radius: +0 (-2) It can be used to activate talent Repulsion Field (costing 35 power out of 50/50) : Effective talent level: 2.0 Power cost: 35 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You surround yourself with a radius 2 distortion of gravity, knocking back and dealing 27.05 physical damage to all creatures inside it. The effect lasts 5 turns. Deals 50% extra damage to pinned targets, in addition to the knockback. The blast wave may hit targets more then once, depending on the radius and the knockback effect. The damage will scale with your Paradox and Spellpower. A staff that appears to have a blackish lobster attached to the top of it. ... no wait, it's just a rock-shaped lobster. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Afterlife (40-48 power, 12 apr, light damage)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Afterlife (40-48 power, 12 apr, light damage) Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 40.0 - 48.0(+40.0 - +48.0) Uses stat: 130% Mag Damage type: Light Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) Damage against: +25% Undead When wielded/worn: Damage (Ranged): 0(-25) arcane Changes resistances penetration: +10% lightning / +10% cold Changes damage: +25% lightning / +25% cold / +25% light / +25% darkness Reduced damage from: +25% Undead Talent mastery: +0.20 Spell / Necrosis Spellpower: +30 Spell crit. chance: +10% Light radius: +0 (-2) Pure white bone fashioned into a staff. A grinning skull sits on the top, grinning. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Shadow Defender (10-13 power, 5 apr)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Shadow Defender (10-13 power, 5 apr) Powered by arcane forces 1.00 Encumbrance. 0.70 Ego Multiplier. [Unique] Type: weapon / swordbreaker ; tier 3 Base power: 10.0 - 13.0(+10.0 - +13.0) Uses stat: 60% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% disarm chance / acc Armour Penetration: +5 Physical crit. chance: +10.0% Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) Damage (Melee): +30 % blind chance / +30 darkness When wielded/worn: Damage (Ranged): 0(-25) arcane Changes damage: +10% darkness Talent cooldown: Shadow Leash (-8 turns) Light radius: +0 (-2) This swordbreaker has enchanted to call upon the wielder's own shadow to help protect it. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Underworld Trident (30-42 power, 10 apr)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Underworld Trident (30-42 power, 10 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 30.0 - 42.0(+30.0 - +42.0) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) Damage (Melee): +20 shadowflame Burst (radius 2) on crit: +20 % chance of gloom effects When wielded/worn: Physical crit. chance: +5.0% Damage (Ranged): 0(-25) arcane Hate when firing a critical mind attack: +3.00 Spell crit. chance: +5% Mental crit. chance: +5% Light radius: -1 (-3) Infravision radius: +3 (The Gloom burst on critical applies debuffs.) It can be used to activate talent Earthquake (costing 50 power out of 50/50) : Effective talent level: 3.0 Power cost: 50 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 63.13 physical damage in a radius of 3 each turn for 6 turns, and has a 25% chance of stunning any creature it affects. The damage will increase with your Spellpower. Forged deep underground by unknown peoples, gloom follows this trident, despite it being constantly flaming. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Vine Whip (21-23.1 power, 5 apr)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Vine Whip (21-23.1 power, 5 apr) Requires: - Dexterity 20 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 2 Base power: 21.0 - 23.1(+21.0 - +23.1) Uses stat: 100% Dex Damage type: Entangle Mastery: Agile Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +5 Physical crit. chance: +3.0% Attack speed: 125% (-) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Light radius: +0 (-2) It can be used to pull an enemy into melee range, costing 20 power out of 40/40. This whip feels like a living plant, but is oddly stretchy Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Scorpion's Tail (28-30.8 power, 8 apr)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Scorpion's Tail (28-30.8 power, 8 apr) Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 28.0 - 30.8(+28.0 - +30.8) Uses stat: 100% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 125% (-) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). When this weapon hits: Disarm (10% chance level 3). Travel speed: +0% (-400%) Damage (Melee): +22 poison / +22 bleed When wielded/worn: Accuracy: +10 Damage (Ranged): 0(-25) arcane Light radius: +0 (-2) See stealth: +9 See invisible: +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Surefire[vs. Merkul's Second Eye (In main hand, 1 of 2)] Surefire Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 133% (133%) Firing range: +9 (-) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Accuracy: +12 Physical crit. chance: +5.0% Damage (Ranged): 0(-25) arcane Changes stats: +3 Dex Changes damage: +5% physical Light radius: +0 (-2) Activating this item is instant. It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 9 Travel Speed: instantaneous Description: A steady shot, doing 180% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Eldoral Last Resort[vs. Merkul's Second Eye (In main hand, 1 of 2)] Eldoral Last Resort Requires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% (143%) Firing range: +10 (+1) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Steady Shot (-1 turn) Eye Shot (-2 turns) Light radius: +0 (-2) A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Hare-Skin Sling[vs. Merkul's Second Eye (In main hand, 1 of 2)] Hare-Skin Sling Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% (-) Firing range: +10 (+1) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Physical crit. chance: +5.0% Defense: +10 Damage (Ranged): 0(-25) arcane Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Light radius: +0 (-2) Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: 9 Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] acidic quiver of elm arrows of paradox (13/13, 14-19.6 power, 5 apr)[vs. Merkul's Second Eye (In main hand, 1 of 2)] acidic quiver of elm arrows of paradox (13/13, 14-19.6 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6(+14.0 - +19.6) Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Attack speed: 100% (100%) Firing range: +0 (-9) Capacity: 13 When this weapon hits: Arcane Eye (100% chance level 4). On weapon hit: * 6% chance to gain 10% of a turn (+6%) On weapon crit: + splashes the target with acid Travel speed: +0% (-400%) Damage (Ranged): +6 acid / +6 temporal When wielded/worn: Damage (Ranged): 0(-25) arcane Light radius: +0 (-2) Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] flaming quiver of elm arrows of vileness (14/14, 14.5-20.3 power, 5 apr)[vs. Merkul's Second Eye (In main hand, 1 of 2)] flaming quiver of elm arrows of vileness (14/14, 14.5-20.3 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3(+14.5 - +20.3) Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Attack speed: 100% (100%) Firing range: +0 (-9) Capacity: 14 When this weapon hits: Arcane Eye (100% chance level 4). On weapon hit: * 6% chance to disease (+6%) Travel speed: +0% (-400%) Damage (Ranged): +5 blight Burst (radius 1) on hit: +12 fire When wielded/worn: Damage (Ranged): 0(-25) arcane Light radius: +0 (-2) Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] high-capacity quiver of elm arrows of purging (36/36, 13.5-18.9 power, 5 apr)[vs. Merkul's Second Eye (In main hand, 1 of 2)] high-capacity quiver of elm arrows of purging (36/36, 13.5-18.9 power, 5 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.5 - 18.9(+13.5 - +18.9) Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Attack speed: 100% (100%) Firing range: +0 (-9) Capacity: 36 When this weapon hits: Arcane Eye (100% chance level 4). On weapon hit: + 25% chance to remove a magical effect Travel speed: +0% (-400%) Damage (Ranged): +7 nature When wielded/worn: Ammo reloads per turns: +1 Damage (Ranged): 0(-25) arcane Light radius: +0 (-2) Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] quiver of elm arrows (15/15, 13-18.2 power, 5 apr)[vs. Merkul's Second Eye (In main hand, 1 of 2)] quiver of elm arrows (15/15, 13-18.2 power, 5 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.0 - 18.2(+13.0 - +18.2) Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Attack speed: 100% (100%) Firing range: +0 (-9) Capacity: 15 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Light radius: +0 (-2) Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Chargeseam (18/18, 21.5-30.1 power, 7 apr)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Chargeseam (18/18, 21.5-30.1 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.5 - 30.1(+21.5 - +30.1) Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% (100%) Firing range: +0 (-9) Capacity: 18 When this weapon hits: Arcane Eye (100% chance level 4). On weapon hit: * 20% chance to daze (+20%) + 25% chance for lightning to arc to a second target Travel speed: +0% (-400%) Damage (Ranged): +8 lightning Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +8 mind When wielded/worn: Damage (Ranged): 0(-25) arcane Light radius: +0 (-2) Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] hateful quiver of ash arrows of accuracy (18/18, 21-29.4 power, 7 apr)[vs. Merkul's Second Eye (In main hand, 1 of 2)] hateful quiver of ash arrows of accuracy (18/18, 21-29.4 power, 7 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4(+21.0 - +29.4) Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% (100%) Firing range: +0 (-9) Capacity: 18 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) Damage (Ranged): +9 darkness Damage against: +7% Living When wielded/worn: Damage (Ranged): 0(-25) arcane Light radius: +0 (-2) Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Quiver of the Sun (1/25, 34-47.6 power, 15 apr)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Quiver of the Sun (1/25, 34-47.6 power, 15 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6(+34.0 - +47.6) Uses stats: 70% Dex, 50% Str Damage type: Bright light Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Attack speed: 100% (100%) Firing range: +0 (-9) Capacity: 25 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +300% (-100%) Shots beam through all targets. When wielded/worn: Damage (Ranged): 0(-25) arcane Light radius: +0 (-2) This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Rope Belt of the Thaloren[vs. Merkul's Second Eye (In main hand, 1 of 2)] Rope Belt of the Thaloren Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 Light radius: +0 (-2) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Pawnch's Shell (0 def, 7 armour)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Pawnch's Shell (0 def, 7 armour) Requires: - Constitution 14 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Armour: +7 Fatigue: +7% Damage (Ranged): 0(-25) arcane Damage when hit (Melee): 12 physical Life regen: +2.00 Maximum air capacity: +50.00 Light radius: +0 (-2) A giant shell that once belonged to Pawnch, a turtle who dreamed of becoming a brawler. It radiates a powerful aura, and you feel protected when you are in contact with it. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Wind's Whisper (4 def, 0 armour)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Wind's Whisper (4 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Defense: +4 Damage (Ranged): 0(-25) arcane Changes stats: +3 Dex Silence immunity: +30% Light radius: +0 (-2) Deflect projectiles away: +25% Slows Projectiles: +20% It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.2 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 26% chance to completely evade them and granting you 14 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] spellcowled cashmere cloak of Iron Throne (2 def, 0 armour)[vs. Merkul's Second Eye (In main hand, 1 of 2)] spellcowled cashmere cloak of Iron Throne (2 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Defense: +2 Damage (Ranged): 0(-25) arcane Changes stats: +2 Str / +3 Mag / +2 Wil / +2 Con Spell save: +5 Maximum mana: +44.00 Light radius: +0 (-2) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)[vs. Merkul's Second Eye (In main hand, 1 of 2)] spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Defense: +2 Damage (Ranged): 0(-25) arcane Changes stats: +1 Mag / +3 Wil Changes resistances: +12% darkness / +19% temporal Spell save: +5 Maximum mana: +46.00 Light radius: +0 (-2) Defense after a teleport: +13 Resist all after a teleport: +12% New effects duration reduction after a teleport: +18% It can be used to blink to a random location within 2 spaces of target hostile creature, placing all other charms into a 10 cooldown. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] thick cashmere cloak of the hunter (2 def, 7 armour)[vs. Merkul's Second Eye (In main hand, 1 of 2)] thick cashmere cloak of the hunter (2 def, 7 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Accuracy: +17 Armour: +7 Defense: +2 Fatigue: -6% Damage (Ranged): 0(-25) arcane Changes resistances: +14% cold Maximum life: +58.00 Maximum stamina: +12.00 Light radius: +0 (-2) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Firewalker (8 def, 2 armour)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Firewalker (8 def, 2 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Armour: +2 Defense: +8 Damage (Ranged): 0(-25) arcane Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / -10% cold Changes resistances penetration: +20% fire Changes damage: +20% fire Light radius: +0 (-2) This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] pair of hardened leather boots 'Rhudogrim' (0 def, 3 armour)[vs. Merkul's Second Eye (In main hand, 1 of 2)] pair of hardened leather boots 'Rhudogrim' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Armour: +3 Fatigue: -1% Effects on melee hit: * 20% chance to disease Damage (Ranged): 0(-25) arcane Changes resistances penetration: +15% arcane Maximum encumbrance: +26 Physical save: +7 Light radius: +0 (-2) A pair of boots made of leather. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Flamewrought (0 def, 2 armour)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Armour: +2 Damage (Ranged): 0(-25) arcane Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 Light radius: +0 (-2) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 43.22 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] spellstreaming iron gauntlets of dispersion (0 def, 1 armour)[vs. Merkul's Second Eye (In main hand, 1 of 2)] spellstreaming iron gauntlets of dispersion (0 def, 1 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Armour: +1 Damage (Melee): 5 arcane Damage (Ranged): 0(-25) arcane Changes stats: +4 Mag / +4 Wil Changes resistances: +4% arcane Mana each turn: +0.11 Spellpower: +4 Spell crit. chance: +3% Light radius: +0 (-2) It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Crown of Burning Pain (9 def, 0 armour)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Crown of Burning Pain (9 def, 0 armour) Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Armour: +0 Defense: +9 Fatigue: +4% Damage (Ranged): 0(-25) arcane Changes stats: +4 Cun / +4 Wil Changes resistances: +25% fire Changes damage: +25% fire Light radius: +0 (-2) It can be used to activate talent Meteor Rain (costing 34 power out of 50/50) : Effective talent level: 2.0 Power cost: 34 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 130.92 fire and 132.05 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Yaldan Baoth (0 def, 6 armour)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Yaldan Baoth (0 def, 6 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Armour: +6 Fatigue: +4% Damage (Ranged): 0(-25) arcane Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Light radius: +0 (-2) Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] troll-hide hardened leather armour of the deep (3 def, 9 armour)[vs. Merkul's Second Eye (In main hand, 1 of 2)] troll-hide hardened leather armour of the deep (3 def, 9 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Armour: +9 Defense: +3 Fatigue: +8% Damage (Ranged): 0(-25) arcane Changes resistances: +7% acid / +7% cold Allows you to breathe in: water Life regen: +5.10 Light radius: +0 (-2) Healing mod.: +14% A suit of armour made of leather. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] marble wardstone 'Silytira'[vs. Merkul's Second Eye (In main hand, 1 of 2)] marble wardstone 'Silytira' Requires: - Magic 30 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 5 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Defense: +10 Effects on melee hit: * 15% chance to corrode armor Damage (Ranged): 0(-25) arcane Damage when hit (Melee): 16 acid Changes stats: +3 Mag Changes resistances: +6% light / +15% cold / +5% arcane / +6% fire Reduce damage by fixed amount: +5 all Maximum wards: +3 cold Changes damage: +15% cold Talent granted: +3 Ward Mental save: +12 Light radius: +0 (-2) Slows Projectiles: +30% Reduces paradox failures(equivalent to willpower): +60 Paradox regeneration: -0.50 Handheld warding devices Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Prothotipe's Prismatic Eye[vs. Merkul's Second Eye (In main hand, 1 of 2)] Prothotipe's Prismatic Eye Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Light radius: +0 (-2) When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] brass lantern[vs. Merkul's Second Eye (In main hand, 1 of 2)] brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Light radius: +2 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] scorching brass lantern[vs. Merkul's Second Eye (In main hand, 1 of 2)] scorching brass lantern Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Damage when hit (Melee): 10 fire Changes resistances: +6% fire Light radius: +2 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] piercing alchemist's lamp[vs. Merkul's Second Eye (In main hand, 1 of 2)] piercing alchemist's lamp Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Armour penetration: +7 Damage (Ranged): 0(-25) arcane Changes resistances penetration: +7% all Light radius: +4 (+2) A normal brass lantern, enhanced by alchemy to make it brighter. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Tooth of the Mouth (dig speed 12 turns)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Armour penetration: +5 Damage (Ranged): 0(-25) arcane Damage when hit (Melee): 15 blight Changes damage: +4% blight Light radius: +0 (-2) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] iron pickaxe of endurance (dig speed 36 turns)[vs. Merkul's Second Eye (In main hand, 1 of 2)] iron pickaxe of endurance (dig speed 36 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Fatigue: -4% Damage (Ranged): 0(-25) arcane Changes stats: +3 Str Light radius: +0 (-2) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Fossicker's Chisel (dig speed 50 turns)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Fossicker's Chisel (dig speed 50 turns) Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Physical crit. chance: +10.0% Damage (Ranged): 0(-25) arcane Talent masteries: +0.20 Spell / Stone alchemy +0.20 Wild-gift / Minerals Light radius: +0 (-2) When carried: Talent granted: +1 Dig A small chisel, used by those looking for gems. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Prox's Lucky Halfling Foot[vs. Merkul's Second Eye (In main hand, 1 of 2)] Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Defense: +5 Damage (Ranged): 0(-25) arcane Changes stats: +5 Lck Trap disarming bonus: +5 Light radius: +0 (-2) Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Orb of Many Ways[vs. Merkul's Second Eye (In main hand, 1 of 2)] Orb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Light radius: +0 (-2) It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Scrying Orb[vs. Merkul's Second Eye (In main hand, 1 of 2)] Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Light radius: +0 (-2) When carried: This orb will automatically identify items you find. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Transmogrification Chest[vs. Merkul's Second Eye (In main hand, 1 of 2)] Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Light radius: +0 (-2) 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 Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Rod of Recall (1/1)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Light radius: +0 (-2) It can be used to recall the user to the worldmap, costing 202 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 Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] hateful steel torque of psychoportation [power 27] (30 cooldown)[vs. Merkul's Second Eye (In main hand, 1 of 2)] hateful steel torque of psychoportation [power 27] (30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Maximum hate: +5.00 Light radius: +0 (-2) It can be used to teleport randomly (rad 27), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] steel torque of charged psionic shield [power 45] (20 cooldown)[vs. Merkul's Second Eye (In main hand, 1 of 2)] steel torque of charged psionic shield [power 45] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Light radius: +0 (-2) It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 45 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 Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] warded dwarven-steel torque of psychoportation [power 36] (30 cooldown)[vs. Merkul's Second Eye (In main hand, 1 of 2)] warded dwarven-steel torque of psychoportation [power 36] (30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Maximum wards: +2 physical / +2 mind / +2 darkness Talent granted: +1 Ward Light radius: +0 (-2) It can be used to teleport randomly (rad 36), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] Lisuyatta [power 107] (20 cooldown)[vs. Merkul's Second Eye (In main hand, 1 of 2)] Lisuyatta [power 107] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Changes resistances: +6% blight Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence Spell save: +25 Confusion immunity: +5% Stun/Freeze immunity: +10% Light radius: +0 (-2) It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 107 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 Tap to cycle through comparison choices |
[vs. Merkul's Second Eye (In main hand, 1 of 2)] webbed ash totem of healing [power 107] (35 cooldown)[vs. Merkul's Second Eye (In main hand, 1 of 2)] webbed ash totem of healing [power 107] (35 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 Attack speed: 100% (100%) Firing range: +0 (-9) When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +0% (-400%) When wielded/worn: Damage (Ranged): 0(-25) arcane Talent granted: +2 Lay Web Light radius: +0 (-2) It can be used to heal the target for 107, and remove up to 2 poisons or diseases, placing all other charms into a 35 cooldown. Natural totems are made by powerful wilders to store nature power. Tap to cycle through comparison choices Tap to cycle through comparison choices |
Achievements
By Boom the Shalore Storm Warden level 27
2nd Haze 123rd year of Ascendancy at 10:40 see stats
By Boom the Shalore Storm Warden level 26
79th Dusk 123rd year of Ascendancy at 21:32 see stats
By Boom the Shalore Storm Warden level 30
13rd Haze 123rd year of Ascendancy at 09:10 see stats
By Boom the Shalore Storm Warden level 9
3rd Summertide 122nd year of Ascendancy at 22:18 see stats
By Boom the Shalore Storm Warden level 28
9th Haze 123rd year of Ascendancy at 19:53 see stats
By Boom the Shalore Storm Warden level 20
45th Pyre 123rd year of Ascendancy at 04:58 see stats
By Boom the Shalore Storm Warden level 18
35th Pyre 123rd year of Ascendancy at 17:47 see stats
By Boom the Shalore Storm Warden level 19
44th Pyre 123rd year of Ascendancy at 14:52 see stats
By Boom the Shalore Storm Warden level 17
71st Regrowth 123rd year of Ascendancy at 17:09 see stats
By Boom the Shalore Storm Warden level 10
3rd Dusk 122nd year of Ascendancy at 20:23 see stats
By Boom the Shalore Storm Warden level 20
44th Pyre 123rd year of Ascendancy at 14:52 see stats
By Boom the Shalore Storm Warden level 30
10th Haze 123rd year of Ascendancy at 08:08 see stats
By Boom the Shalore Storm Warden level 18
25th Pyre 123rd year of Ascendancy at 00:25 see stats
By Boom the Shalore Storm Warden level 24
74th Pyre 123rd year of Ascendancy at 20:26 see stats
By Boom the Shalore Storm Warden level 29
9th Haze 123rd year of Ascendancy at 23:22 see stats
By Boom the Shalore Storm Warden level 5
4th Mirth 122nd year of Ascendancy at 08:16 see stats
By Boom the Shalore Storm Warden level 24
70th Pyre 123rd year of Ascendancy at 18:20 see stats
By Boom the Shalore Storm Warden level 14
7th Allure 123rd year of Ascendancy at 13:32 see stats
By Boom the Shalore Storm Warden level 5
1st Mirth 122nd year of Ascendancy at 14:34 see stats
By Boom the Shalore Storm Warden level 27
2nd Haze 123rd year of Ascendancy at 09:48 see stats
By Boom the Shalore Storm Warden level 18
35th Pyre 123rd year of Ascendancy at 17:52 see stats
By Boom the Shalore Storm Warden level 25
79th Dusk 123rd year of Ascendancy at 01:35 see stats
Log
Boom is not stunned anymore.
Boom surges with flame magic!
Boom shoots!
Talent Rune: Manasurge is ready to use.
Talent Bathe in Light is ready to use.
Talent Congeal Time is ready to use.
You collect a new ingredient: orc heart.
Boom's Shoot hits Orc elite berserker for 172 physical, 28 arcane (199 total damage).
Boom's Shoot killed Orc elite berserker!
Resting starts...
Talent Wintery Wrath is ready to use.
Boom stops regenerating health quickly.
Boom is no longer invisible.
Talent Piercing Arrow is ready to use.
Talent Lightning Leap is ready to use.
Talent Dual Arrows is ready to use.
Talent Storm Surge is ready to use.
Talent Volley of Arrows is ready to use.
Boom's surge abates.
Rested for 14 turns (stop reason: all resources and life at maximum).
You pickup 2.30 gold pieces.
Talent Infusion: Regeneration is ready to use.
Talent Earth Surge is ready to use.
Talent Flame Surge is ready to use.
You have found a trap (trap)!
Ran for 34 turns (stop reason: at door).