Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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 1.7.4Combines 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: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 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. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ghoul |
Class | Archer |
Level / Exp | 19 / 78% |
Size | medium |
Lifes / Deaths | Killed by Lisotha the sand-drake at level 19 on the 2nd Regrowth 123rd year of Ascendancy at 23:32 / 1 |
Primary Stats
Strength | 64 (base 37) |
Dexterity | 57 (base 47) |
Constitution | 33 (base 10) |
Magic | 33 (base 10) |
Willpower | 10 (base 10) |
Cunning | 13 (base 12) |
Resources
Life | -106/628 |
Stamina | 90/197 |
Healing Factor | 1.2889294477288 |
Regeneration | 8.7002737721694 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 5 |
See Stealth | 11 |
See Invisible | 10 |
Offense: Mainhand
Damage | 109 |
Accuracy | 51 |
Crit Chance | 20% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 28 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 17 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Fire | +11% |
All | 0% |
Offense: Damage Penetration
Nature | +16% |
All | +11% |
Defense: Base
Armour (hardiness) | 15 (38.594633868923%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 27 |
Mental Save | 21 |
Defense: Resistances
Lightning | + 24%( 70%) |
Light | + 16%( 70%) |
Physical | + 15%( 70%) |
Blight | + 22%( 70%) |
Arcane | + 27%( 70%) |
Fire | + 33%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 22% |
Bleed Resistance | 100% |
Confusion Resistance | 39% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 28% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 50 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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 242 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Ghoul | 1.10 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Effects
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 lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed xorn fragment. | 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 within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +5 Str +3 Mag +1 Wil +1 Con defense ------ Armor +1 Resistance +5% arcane Silence Resist +22% Confus Resist +24% Stun Resist +24% A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T1 arrow ammo [Ego++] Master Weapon Damage 125% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +18.0% Capacity 17 On Critical: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +4 Dex offense ------ Physical Power +20 (+5 eff.) Ignore Armor +4 defense ------ Defense +10 (+3 eff.) Physical save +9 (+4 eff.) Blind Resist +28% Confus Resist +15% other ------- Light +8 See Stealth +11 See Invisibility +10 Track: Puts all charms on 40 turn cooldown Effective talent level: 5.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% fire Ignore resists +5% nature Ignore Armor +2 defense ------ Defense +11 (+4 eff.) Resistance +5% arcane +16% fire Stun Resist +20% A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Physical Power +25 (+6 eff.) defense ------ Armor +6 Resistance +12% lightning Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +7 (+4 eff.) Life +42.00 other ------- Stamina/turn +2.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +9% lightning defense ------ Defense +5 (+2 eff.) Resistance +3% blight Spell save +3 (+1 eff.) Mind save +3 (+2 eff.) Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +1 Con defense ------ Spell save +10 (+5 eff.) other ------- Max stamina +11.00 Light +4 Infravision +4 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +1 Dex offense ------ Physical Power +10 (+2 eff.) Spellpower +3 (+1 eff.) Accuracy +15 (+5 eff.) Ignore Armor +2 defense ------ Armor +2 Mind save +5 (+3 eff.) other ------- Max stamina +20.00 A belt that goes around your waist. |
In main hand | ![]() 4.0 Encumbrance T2 longbow 2H weapon [Random Unique] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +2 Str +3 Con offense ------ Physical Crit +2.0% Physical Power +9 (+2 eff.) Ignore resists +11% all Accuracy +29 (+9 eff.) Ignore Armor +11 defense ------ Resistance +5% arcane +6% fire other ------- Infravision +1 Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +2 Fatigue +3% Life Regen +2.00 other ------- Stamina/turn +1.00 Max stamina +12.00 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 | ![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Mind Crit +4% Critical power +10.00% Mindpower +5 (+4 eff.) defense ------ Resistance +7% blight +3% light +7% all Life +41.00 Life Regen +1.50 Healmod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +7 Str +2 Con offense ------ Physical Power +5 (+1 eff.) Ignore Armor +1 defense ------ Armor +4 Defense +1 (+0 eff.) Resistance +1% physical other ------- Stamina/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +3 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -4% Life Regen +1.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Dex +2 Mag +1 Wil defense ------ Resistance +6% mind Crit Resistance 5.00% Mind save +5 (+3 eff.) Confus Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +6% nature Physical save +6 (+3 eff.) Confus Resist +10% Pinning Resist +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) defense ------ Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +11% blight defense ------ Resistance +11% blight Spell save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +6 Wil offense ------ Spellpower +8 (+4 eff.) Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon [Normal] Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +6 (+3 eff.) Damage +15% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane/Nature Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Critical power +17.00% Spellpower +10 (+5 eff.) On-Hit 17 fire Damage +15% fire defense ------ Defense +6 (+2 eff.) other ------- Light +2 See Invisibility +6 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 72.52 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Normal] Weapon Damage 127% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 151% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +7 cold While equipped: offense ------ Damage +12% blight +6% cold Ignore resists +10% physical +10% cold +12% all Accuracy +24 (+8 eff.) Ignore Armor +23 Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Master Weapon Damage 130% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +9% physical Accuracy +9 (+3 eff.) Ignore Armor +9 Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Nature/Master Weapon Damage 128% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 nature While equipped: offense ------ Ignore resists +7% physical Accuracy +9 (+3 eff.) Ignore Armor +7 Massive two-handed swords. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Ego+] Master Weapon Damage 161% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +14 (+4 eff.) Ignore Armor +10 Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Rare] Master Weapon Damage 109% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +4 darkness +12 mind While equipped: Stats +2 Con offense ------ Physical Power +7 (+1 eff.) Damage +6% mind Ignore resists +20% lightning +8% physical defense ------ Resistance +9% lightning +3% darkness Disarm Resist +13% other ------- Hate-on-crit +2.00 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 135% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 78 damage over 5 turns and reducing armor and accuracy by 10 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 136% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 47 damage Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Nature Weapon Damage 103% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +12 cold While equipped: Stats +3 Str +1 Dex +6 Wil +6 Con defense ------ Life +10.00 other ------- Light +3 Infravision +1 One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Psionic Weapon Damage 113% 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% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane Weapon Damage 107% 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% While equipped: Stats +3 Mag +2 Wil offense ------ Spellpower +7 (+3 eff.) One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Nature/Master Weapon Damage 151% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +34 lightning +37 cold While equipped: offense ------ Physical Crit +9.0% Critical power +23.00% Move Speed +27% Ignore resists +15% lightning +11% physical +11% cold Accuracy +18 (+6 eff.) Ignore Armor +13 defense ------ Resistance +6% blight +9% fire +5% arcane +9% cold other ------- Light +3 One-handed war axes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Nature Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 nature On-crit, radius 2 +12 cold While equipped: Stats +4 Str +2 Mag +2 Wil offense ------ Damage +3% mind Ignore resists +15% cold Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Nature/Psionic Weapon Damage 104% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 nature +8 darkness Damage Against +9% Living Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Disrupt/Master Weapon Damage 118% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 12 arcane resource burn Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Nature Weapon Damage 102% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Nature/Psionic Weapon Damage 102% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +9 mind +6 nature On Hit: * 17% chance to reduce all saves and defense by 12 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon Reqs Wil 11 [Rare] Nature Weapon Damage 75% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Mag offense ------ Mind Crit +1% Mindpower +2 (+2 eff.) Ignore resists +10% blight On-Hit (Melee): * 10% chance to reduce armor by 25% defense ------ Physical save +3 (+1 eff.) Spell save +3 (+1 eff.) Mind save +3 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.04 EQ when Hit +0.60 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. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Weapon Damage 94% 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 +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +3% Mindpower +6 (+4 eff.) Damage +4% physical +21% nature +12% darkness Ignore resists +3% physical defense ------ Resistance +6% nature +5% physical other ------- Max psi +10.00 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. |
![]() 4.0 Encumbrance T1 longbow 2H weapon [Rare] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Attack Speed 100% Range +6 Projectile Speed +200% While equipped: Stats +4 Str offense ------ Physical Power +9 (+2 eff.) Ignore Armor +1 other ------- Reload +3 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T3 sling 1H weapon [Ego] Arcane Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +10 lightning While equipped: offense ------ Damage +11% lightning Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T1 arrow ammo [Rare] Psionic Weapon Damage 111% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 20 On-ranged-hit +11 physical On-Hit, radius 1 +4 darkness On Hit: * 10% chance to reduce all saves and defense by 12 * 20% chance to slow global speed by 37% * 20% chance to knock the target back 3 spaces and deal 50 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Ego] Arcane Weapon Damage 139% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 14 On-ranged-hit +5 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 16 Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +5 Wil offense ------ Damage +5% lightning +6% physical +16% nature +10% cold defense ------ Resistance +6% lightning +6% cold +24% nature +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Nature While equipped: offense ------ Damage +16% acid defense ------ Resistance +24% acid +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con offense ------ Damage +5% nature +13% acid defense ------ Resistance +19% acid +11% all Poison Resist +21% Disease Resist +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T1 light armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Mindpower +15 (+9 eff.) defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +6% acid Unlife -20.00 life Life +31.00 Life Regen +3.00 Healmod +11% A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +17% acid +11% nature +11% blight A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego] Disrupt While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +10% nature +12% blight A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego] Master While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +17% fire A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego] Nature/Master While equipped: defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Resistance +16% fire Life Regen +4.30 other ------- Stamina/turn +0.90 A suit of armour made of leather. |
![]() 14.0 Encumbrance T2 heavy armor [Random Unique] Master While equipped: Stats +3 Str +3 Con offense ------ Damage +9% mind +6% blight defense ------ Armor +15 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% mind +17% cold Life +30.00 A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% arcane Spell save +12 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego+] Nature While equipped: Stats +2 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +10% blight +11% darkness other ------- Light +1 A suit of armour made of mail. |
![]() 17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Normal] While equipped: defense ------ Armor +9 Fatigue +22% A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Mag +1 Wil defense ------ Resistance +6% fire +3% physical +6% cold Spell save +3 (+1 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+4 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 other ------- Stamina/turn +0.40 Max stamina +12.00 Infravision +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +6 Str +3 Con offense ------ Physical Power +5 (+1 eff.) When Hit 6 physical defense ------ Armor +3 Defense +10 (+3 eff.) Resistance +15% lightning +2% physical other ------- Stamina/turn +2.00 Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 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. A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Mag +1 Wil +6 Cun +2 Con offense ------ Ignore resists +5% fire defense ------ Armor +3 Fatigue +2% Resistance +3% fire Physical save +12 (+6 eff.) Mind save +10 (+5 eff.) other ------- Light +1 See Invisibility +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Arcane While equipped: Stats +5 Wil +9 Mag offense ------ Spellpower +4 (+2 eff.) On-Hit 6 arcane Damage +15% arcane Ignore resists +5% blight +10% cold When Hit 2 cold defense ------ Armor +2 Resistance +5% arcane +6% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Psionic While equipped: offense ------ On-Hit 5 mind Damage +3% mind defense ------ Armor +2 Fatigue +3% Resistance +6% mind 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. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Str offense ------ Physical Power +7 (+1 eff.) Accuracy +7 (+2 eff.) defense ------ Armor +2 Fatigue +3% Physical save +6 (+3 eff.) Mind save +5 (+3 eff.) Disarm Resist +26% 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. |
![]() 2.0 Encumbrance T1 head armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +4 (+3 eff.) defense ------ Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +9% mind +13% fire On-Hit (Melee): * 10% chance to reduce all saves and defense by 12 defense ------ Armor +4 Defense +2 (+1 eff.) Resistance +3% cold +19% fire Cut Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +1 Str offense ------ Ignore resists +20% nature Ignore Armor +2 defense ------ Defense +2 (+1 eff.) Resistance +8% lightning +8% temporal +9% nature Physical save +6 (+3 eff.) other ------- Max stamina +20.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +5 Cun +5 Mag offense ------ Critical power +10.00% Mindpower +5 (+4 eff.) defense ------ Armor +1 Fatigue +1% other ------- Stamina when Hit +0.90 EQ when Hit +1.28 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego] Disrupt/Master While equipped: Stats +4 Con defense ------ Armor +3 Fatigue +3% Resistance +7% nature +9% blight A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% Resistance +5% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Str +4 Cun +3 Con offense ------ Mind Crit +5% Physical Power +4 (+1 eff.) Damage +6% lightning When Hit 8 mind defense ------ Armor +4 Fatigue +4% Resistance +5% arcane Unlife -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +4 Con offense ------ Physical Power +4 (+1 eff.) Damage +30% light +6% nature Ignore resists +10% nature +10% light defense ------ Armor +4 Fatigue +4% Resistance +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Damage +3% mind +3% light On-Hit (Melee): * 20% chance to reduce all saves and defense by 12 defense ------ Armor +4 Fatigue +4% Resistance +21% mind +21% lightning Mind save +14 (+7 eff.) Confus Resist +24% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Cun +3 Wil offense ------ When Hit 4 mind defense ------ Resistance +9% mind other ------- Light +6 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Str +1 Mag +4 Wil offense ------ Physical Crit +4.0% Critical power +11.00% Physical Power +6 (+1 eff.) Damage +3% cold Ignore resists +5% lightning other ------- Light +5 See Invisibility +12 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. |
![]() 2.0 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Wil defense ------ Armor +2 Healmod +15% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +4 Str +1 Dex +6 Mag offense ------ When Hit 4 cold Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +9% darkness When Hit 2 fire On-Hit (Melee): * 20% chance to reduce damage dealt by 10% Blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. 100% to gain a 10% chance to evade weapon attacks for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By i7hujy the Ghoul Archer level 18
8th Decay 122nd year of Ascendancy at 06:39 see stats
By i7hujy the Ghoul Archer level 10
12nd Haze 122nd year of Ascendancy at 21:11 see stats
By i7hujy the Ghoul Archer level 12
15th Haze 122nd year of Ascendancy at 21:31 see stats
By i7hujy the Ghoul Archer level 12
17th Haze 122nd year of Ascendancy at 12:08 see stats
By i7hujy the Ghoul Archer level 15
50th Haze 122nd year of Ascendancy at 16:38 see stats
Log
I7hujy shoots!
Talent Tumble is ready to use.
Black jelly starts to bleed.
I7hujy's Shoot hits Black jelly for 127 physical damage.
Bleeding from I7hujy hits Black jelly for 0 physical damage.
The shield around i7hujy crumbles.
Talent Steady Shot is ready to use.
--------------------------------
I7hujy shoots!
I7hujy's Shoot performs a ranged critical strike against Black jelly!
Black jelly is cut deeply.
Black jelly is crippled.
I7hujy's Shoot hits Black jelly for 279 physical damage.
Black jelly misses i7hujy.
Deep Wound from I7hujy hits Black jelly for 48 physical damage.
Bleeding from I7hujy hits Black jelly for 8 physical damage.
Talent Pin Down is ready to use.
--------------------------------
I7hujy uses Tumble.
I7hujy shoots!
Lisotha the sand-drake uses Reclaim.
Lisotha the sand-drake's acid damage is more potent.
Deep Wound from I7hujy hits Black jelly for 48 physical damage.
Bleeding from I7hujy hits Black jelly for 8 physical damage.
Lisotha the sand-drake hits i7hujy for 115 acid, 145 nature (261 total damage).
I7hujy's Shoot hits Black jelly for 127 physical damage.
Lisotha the sand-drake uses Acidbeam.
i7hujy reacts to damage from Lisotha the sand-drake, mitigating the blow!.
Lisotha the sand-drake hits i7hujy for (33 reacted , -3 stam), 143 acid (144 total damage).
i7hujy the level 19 ghoul archer was dissolved to death by Lisotha the sand-drake on level 2 of Sandworm lair.