Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Ignore Race/Class Locks 1.7.0Modifies 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: Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.0Combines 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: Swordsmaster Class 1.6.7Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Higher |
Class | Swordsmaster |
Level / Exp | 19 / 11% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 46 (base 37) |
Dexterity | 56 (base 46) |
Constitution | 59 (base 40) |
Magic | 15 (base 10) |
Willpower | 39 (base 30) |
Cunning | 34 (base 17) |
Resources
Life | 812/812 |
Mana | 299/299 |
Stamina | 176/176 |
Healing Factor | 1.5651133323992 |
Regeneration | 26.460908401823 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +21.9277393905% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 7 |
See Stealth | 38.359308386465 |
See Invisible | 38.359308386465 |
Offense: Mainhand
Damage | 133 |
Accuracy | 60 |
Crit Chance | 16% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Physical | +14% |
Lightning | +6% |
Nature | +9% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 17 (49.007671158813%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 32 |
Mental Save | 30 |
Defense: Resistances
Nature | + 47%( 70%) |
Lightning | + 45%( 70%) |
Acid | + 48%( 70%) |
Darkness | + 46%( 70%) |
Blight | + 53%( 70%) |
Arcane | + 47%( 70%) |
Fire | + 43%( 70%) |
All | + 43%( 70%) |
Defense: Immunities
Stun Resistance | 55% |
Instadeath Resistance | 100% |
Pinning Resistance | 29% |
Poison Resistance | 40% |
Blind Resistance | 15% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 320 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 538% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -301 life. The duration and life will increase by 1% for every 1% life you have lost (currently 301 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 109 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Class Talents
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Technique / Swordsmanship | 2.10 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Intrepid | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Footwork | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Daunting Presence |
talent | Premonition |
talent | Spring Attack |
talent | Trained Reactions |
beneficial effect | You are regenerating 2.11 stamina each turn until you leave combat. Determination |
beneficial effect | Target has +35 defense, +13% all resist, and +29% resistance to stuns and pins Moving Target |
beneficial effect | Increases defense by 16. Mobile Defense |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed snow giant kidney. You have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed minotaur nose. * You've found the needed storm wyrm claw. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed length of troll intestine. * You've found the needed vial of fire wyrm saliva. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | 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 | Airwolf the pair of dwarven-steel boots (0 def, 4 armour) Airwolf the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +6 Cun offense ------ Physical Crit +4.0% Mind Crit +3% Physical Power +4 (+1 eff.) Damage +6% lightning Ignore resists +10% lightning Ignore Armor +9 defense ------ Armor +4 Fatigue +3% other ------- Hate-on-crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Voratha Voratha2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Con offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +9% acid +6% darkness +7% blight +3% nature +3% lightning Life Regen +3.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Steel Helm of Garkul (0 def, 6 armour) =Fus= Steel Helm of Garkul (0 def, 6 armour) =Fus=3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+5 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | steel torque of mindblast [power 175] (13 cooldown) steel torque of mindblast [power 175] (13 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 175 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | rogue's copper ring of pilfering rogue's copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +3 Cun offense ------ Accuracy +7 (+2 eff.) Ignore Armor +8 defense ------ Defense +14 (+4 eff.) Disengage: Puts all charms on 9 cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | treant's steel ring of perseverance treant's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +5% nature +5% blight Life Regen +2.00 Poison Resist +15% Disease Resist +11% Stun Resist +26% Rings make your fingers look great! |
Around waist | noble's rough leather belt of life =Fus= noble's rough leather belt of life =Fus=1.0 Encumbrance T1 belt armor [Ego+] Nature/Master While equipped: Stats +4 Cun +3 Wil offense ------ Against +15% Summoned defense ------ Resist Against +16% Summoned Life Regen +0.80 Healmod +10% A belt that goes around your waist. |
In main hand | flaming voratun greatsword of daylight (171% power, 4 apr) flaming voratun greatsword of daylight (171% power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego] Arcane Weapon Damage 171% Range: 1.0x-1.6x Uses 120% Dex Damage Physical Mastery Swordsmanship Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +7 light Damage Against +14% Undead On-Hit, radius 1 +13 fire Massive two-handed swords. |
On hands | sand iron gauntlets of strength (+2) (0 def, 7 armour) =FUS= sand iron gauntlets of strength (+2) (0 def, 7 armour) =FUS=1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) On-Hit 6 physical Damage +4% physical defense ------ Armor +7 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | verdant elven-silk robe of life (0 def, 0 armour) =FUS= verdant elven-silk robe of life (0 def, 0 armour) =FUS=2.0 Encumbrance T5 cloth armor [Ego++] Nature While equipped: Stats +8 Con offense ------ Damage +9% nature defense ------ Resistance +5% blight +15% all Life +57.00 Life Regen +3.40 Healmod +14% Poison Resist +25% Disease Resist +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | spellcowled linen cloak of Iron Throne (1 def, 0 armour) spellcowled linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +1 Str +2 Mag +1 Wil +1 Con defense ------ Defense +1 (+0 eff.) Spell save +6 (+3 eff.) other ------- Max mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | wanderer's steel amulet of manastreaming =FUS?= wanderer's steel amulet of manastreaming =FUS?=0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +4 Cun +3 Con offense ------ Spellpower/crit +2 Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.50 Mana/turn +0.23 Max mana +26.00 Amulets make your neck look great! |
Inventory
regeneration infusion of the sneak (heal 232; 17 cd) regeneration infusion of the sneak (heal 232; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 232 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shatter afflictions rune of the titan (absorb 90; cd 17) shatter afflictions rune of the titan (absorb 90; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 90 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 263; dur 3; cd 14) shielding rune of the titan (absorb 263; dur 3; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 263 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs =Spot= Withering Orbs =Spot=0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of constitution (+2) =Con +2= copper amulet of constitution (+2) =Con +2=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
grounding copper amulet of cunning (+3) grounding copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +10% lightning Stun Resist +21% Amulets make your neck look great! |
stabilizing copper amulet stabilizing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% temporal Pinning Resist +21% Knockbk Resist +21% Amulets make your neck look great! |
clarifying steel amulet of dexterity (+3) =Mind Dex+3= clarifying steel amulet of dexterity (+3) =Mind Dex+3=0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +10% mind Confus Resist +20% Amulets make your neck look great! |
clarifying gold amulet of mastery (0.17 Technique / Two-handed assault) clarifying gold amulet of mastery (0.17 Technique / Two-handed assault)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +13% mind Confus Resist +22% other ------- Masteries +0.17 Technique/Two-handed assault Amulets make your neck look great! |
mule's copper ring of sensing mule's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Fatigue -4% Blind Resist +20% other ------- Encumbrance +21 Infravision +3 See Stealth +5 See Invis +5 Rings make your fingers look great! |
savior's copper ring of nature (+22%) savior's copper ring of nature (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% nature defense ------ Resistance +22% nature Physical save +7 (+3 eff.) Spell save +6 (+3 eff.) Mind save +7 (+4 eff.) Rings make your fingers look great! |
titan's copper ring =Con+3= titan's copper ring =Con+3=0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Rings make your fingers look great! |
warrior's copper ring of fire (+22%) =Fire Armor Str+2= warrior's copper ring of fire (+22%) =Fire Armor Str+2=0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Damage +11% fire defense ------ Armor +4 Resistance +22% fire Rings make your fingers look great! |
marksman's steel ring of blight (+11%) marksman's steel ring of blight (+11%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ Damage +11% blight Accuracy +4 (+1 eff.) defense ------ Resistance +11% blight Rings make your fingers look great! |
gold ring gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
Emugawyn the Shimmerking (111% power, 3 apr, cold element) Emugawyn the Shimmerking (111% power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Cun offense ------ Spell Crit +9% Critical power +10.00% Spellpower +6 (+5 eff.) Damage +9% lightning +15% cold When Hit 10 lightning defense ------ Resistance +6% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff (111% power, 3 apr, light element) ash starstaff (111% power, 3 apr, light element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Normal] Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+5 eff.) Damage +15% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
plaguebringer's steel greatsword of shearing (132% power, 2 apr) plaguebringer's steel greatsword of shearing (132% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego++] Arcane/Master Weapon Damage 133% Range: 1.0x-1.6x Uses 120% Dex Damage Physical Mastery Swordsmanship Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +7 blight On Hit: 20% Epidemic 2 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 9 While equipped: offense ------ Ignore resists +10% all Accuracy +7 (+2 eff.) Ignore Armor +7 defense ------ Disease Resist +18% Massive two-handed swords. |
plaguebringer's steel longsword of crippling (105% power, 3 apr) plaguebringer's steel longsword of crippling (105% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego++] Arcane/Master Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Dex Damage Physical Mastery Swordsmanship Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 blight On Hit: 20% Epidemic 2 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 9 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% defense ------ Disease Resist +15% Sharp, long, and deadly. |
steel waraxe (100% power, 3 apr) steel waraxe (100% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
arcing steel dagger of massacre (115% power, 6 apr) arcing steel dagger of massacre (115% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 115% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 16 damage Sharp, short and deadly. |
epiphanous vined mindstar of storms (83% power, 18 apr, nature damage) epiphanous vined mindstar of storms (83% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 84% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Str +1 Dex +2 Mag +2 Wil +1 Cun +2 Con offense ------ Mind Crit +3% Mindpower +5 (+2 eff.) On-Hit 4 lightning Damage +7% mind +6% lightning Ignore resists +5% lightning defense ------ Resistance +7% lightning other ------- Psi-on-crit +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty hardened leather sling mighty hardened leather sling4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Ego] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +1 Str offense ------ Physical Power +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
pouch of steel shots (21/21, 121% power, 2 apr) pouch of steel shots (21/21, 121% power, 2 apr)3.0 Encumbrance T2 shot ammo [Normal] Weapon Damage 122% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 21 Shots are used with slings to pummel your foes to death. |
self-loading pouch of steel shots of accuracy (17/17, 118% power, 2 apr) self-loading pouch of steel shots of accuracy (17/17, 118% power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Arcane/Master Weapon Damage 119% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +2 Critical Rate +4.5% Capacity 17 Auto Reload 4 Shots are used with slings to pummel your foes to death. |
dwarven-steel shield 'Earyhell' (0 def, 6 armour, 120.5 block) dwarven-steel shield 'Earyhell' (0 def, 6 armour, 120.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Con offense ------ When Hit 8 physical defense ------ Armor +6 Fatigue +8% Resistance +18% lightning other ------- Max stamina +10.00 Talents +1 Block Handheld deflection devices. |
reinforced dwarven-steel shield of cold resistance (+21%) (0 def, 7 armour, 112.5 block) reinforced dwarven-steel shield of cold resistance (+21%) (0 def, 7 armour, 112.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +7 Fatigue +8% Resistance +21% cold other ------- Talents +1 Block Handheld deflection devices. |
focusing woollen robe of corrosion (+15%) (0 def, 0 armour) focusing woollen robe of corrosion (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +10% acid defense ------ Resistance +15% acid +9% all other ------- Mana/turn +0.15 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic steel plate armour (0 def, 9 armour) prismatic steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Ego] Arcane While equipped: defense ------ Armor +9 Fatigue +22% Resistance +10% light +12% darkness A suit of armour made of metal plates. |
blurring rough leather belt of carrying =CARRY= blurring rough leather belt of carrying =CARRY=1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: defense ------ Defense +8 (+2 eff.) Fatigue -5% Stealth +6 other ------- Encumbrance +21 A belt that goes around your waist. |
grounding rough leather belt of resilience grounding rough leather belt of resilience1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +7% lightning +5% temporal Life +30.00 A belt that goes around your waist. |
linen cloak of battle (1 def, 0 armour) =Fus?= linen cloak of battle (1 def, 0 armour) =Fus?=2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +2 (+1 eff.) defense ------ Defense +1 (+0 eff.) Fatigue -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour) insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +6% fire +5% cold other ------- Stamina/turn +0.40 Max stamina +13.00 A pair of boots made of leather. |
blood-soaked pair of iron boots of rushing (0 def, 3 armour) =Fus!= blood-soaked pair of iron boots of rushing (0 def, 3 armour) =Fus!=3.0 Encumbrance T1 feet armor [Ego++] Master While equipped: Stats +2 Str +2 Con offense ------ Physical Crit +3.0% Physical Power +3 (+1 eff.) Ignore Armor +4 defense ------ Armor +3 Fatigue +2% Rush: Puts all charms on 22 cooldown Effective talent level: 2.6 Power cost 22 out of 25/25. Range 7 Cooldown: 27 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of iron boots (0 def, 3 armour) grounding pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +2% Resistance +5% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding linen wizard hat of the mountain (+6%) (1 def, 0 armour) =PHYS x2 Lyn= grounding linen wizard hat of the mountain (+6%) (1 def, 0 armour) =PHYS x2 Lyn=2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +10% physical defense ------ Defense +1 (+0 eff.) Resistance +6% lightning +6% temporal +10% physical A pointy cloth hat, very wizardly... |
insulating rough leather cap of constitution (+2) (0 def, 1 armour) =Cold & Fire= insulating rough leather cap of constitution (+2) (0 def, 1 armour) =Cold & Fire=2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Con defense ------ Armor +1 Fatigue +1% Resistance +5% fire +5% cold A cap made of leather. |
Hazeblight the hardened leather cap (5 def, 3 armour) =Cold (Fire) Unlife -80= Hazeblight the hardened leather cap (5 def, 3 armour) =Cold (Fire) Unlife -80=2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Critical power +5.00% Damage +6% cold defense ------ Armor +3 Defense +5 (+1 eff.) Fatigue +3% Resistance +7% fire +3% darkness +18% cold Unlife -80.00 life A cap made of leather. |
Isleriann (0 def, 7 armour) =Heal Light Dark= Isleriann (0 def, 7 armour) =Heal Light Dark=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Con defense ------ Armor +7 Fatigue +3% Resistance +12% light +13% darkness Crit Resistance 10.00% Unlife -80.00 life Healmod +20% Disease Resist +20% A cap made of leather. |
leafwalker's dwarven-steel helm of trickery (0 def, 4 armour) =NEW!= leafwalker's dwarven-steel helm of trickery (0 def, 4 armour) =NEW!=3.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +4 Cun +3 Dex offense ------ Ignore Armor +5 defense ------ Armor +4 Fatigue +4% Resistance +7% nature Spell save +4 (+2 eff.) Life +66.00 Healmod +12% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 aquamarine 4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Emarin =Con+5= Emarin =Con+5=1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +5 Con offense ------ Accuracy +10 (+3 eff.) defense ------ Resistance +3% lightning +2% physical Life +40.00 other ------- Max stamina +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Planar Beacon Planar Beacon1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 22 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 52.29 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 52.29 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial Summertide Phial1.0 Encumbrance lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(95 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
sapper's iron pickaxe (dig speed 28 turns) sapper's iron pickaxe (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str offense ------ Accuracy +4 (+1 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
cleansing elm totem of summon tentacle [power 100] (22 cooldown) cleansing elm totem of summon tentacle [power 100] (22 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 205 Base Damage: 108 Armor: 2 All Resist: 4 Puts all charms on 22 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing [power 182] (13 cooldown) ash totem of healing [power 182] (13 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
piercing ash wand of lightning storm [power 182] (13 cooldown) piercing ash wand of lightning storm [power 182] (13 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (192 total damage) Puts all charms on 13 cooldown 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Master Claymore the Higher Swordsmaster level 12
17th Dusk 122nd year of Ascendancy at 14:23 see stats
By Master Claymore the Higher Swordsmaster level 10
2nd Flare 122nd year of Ascendancy at 22:27 see stats
By Master Claymore the Higher Swordsmaster level 18
7th Allure 123rd year of Ascendancy at 15:58 see stats
By Master Claymore the Higher Swordsmaster level 15
68th Dusk 122nd year of Ascendancy at 14:56 see stats
By Master Claymore the Higher Swordsmaster level 7
1st Mirth 122nd year of Ascendancy at 00:11 see stats
By Master Claymore the Higher Swordsmaster level 9
10th Mirth 122nd year of Ascendancy at 21:18 see stats
Log
Master Claymore slows down.
Black jelly's Slime Spit hits Master Claymore for 50 acid damage.
Master Claymore uses Unfetter.
Spring Attack performs a melee critical strike against Sand-drake!
You collect a new ingredient: sandworm tooth (1).
Master Claymore prepares for the next kill!
Spring Attack hits Sand-drake for 279 physical damage.
Spring Attack killed Sand-drake!
Master Claymore slows down.
Master Claymore speeds up.
Master Claymore has recovered!
Spring Attack hits Blue jelly for 227 physical damage.
Spring Attack killed Blue jelly!
Master Claymore rushes out!
Spring Attack performs a melee critical strike against Black jelly!
Master Claymore prepares for the next kill!
Spring Attack hits Black jelly for 361 physical damage.
Spring Attack killed Black jelly!
You pickup 0.75 gold pieces.
The protective shield of Master Claymore disappears.
Master Claymore slows down.
You hit your second wind!