










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Marauder |
Level / Exp | 29 / 11% |
Size | big |
Lifes / Deaths | Killed by armoured skeleton warrior at level 29 on the 37th Dusk 123rd year of Ascendancy at 05:50 / 1 |
Primary Stats
Strength | 62 (base 51) |
Dexterity | 71 (base 60) |
Constitution | 34 (base 10) |
Magic | 15 (base 10) |
Willpower | 37 (base 10) |
Cunning | 38 (base 18) |
Resources
Life | -144/896 |
Stamina | 124/264 |
Healing Factor | 1.3253365646231 |
Regeneration | 13.584699787386 |
Speed
Mental | +4.4408920985006E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 41.415410021227 |
See Invisible | 40.415410021227 |
Offense: Mainhand
Damage | 98 |
Accuracy | 51 |
Crit Chance | 38% |
APR | 23 |
Speed | 1.00 |
Offense: Offhand
Damage | 68 |
Accuracy | 51 |
Crit Chance | 36% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7.5 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Acid | +9% |
Temporal | +3% |
Nature | +33% |
Physical | +22% |
Mind | +8% |
All | 0% |
Offense: Damage Penetration
Mind | +35% |
All | +25% |
Physical | +50% |
Cold | +40% |
Nature | +45% |
Defense: Base
Armour (hardiness) | 28 (49.007671158813%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 35 |
Mental Save | 34 |
Defense: Resistances
Acid | + 35%( 70%) |
Blight | + 33%( 70%) |
Arcane | + 32%( 70%) |
Cold | + 34%( 70%) |
All | + 24%( 70%) |
Physical | + 35%( 70%) |
Lightning | + 42%( 70%) |
Light | + 31%( 70%) |
Temporal | + 29%( 70%) |
Mind | + 26%( 70%) |
Darkness | + 33%( 70%) |
Fire | + 31%( 70%) |
Nature | + 57%( 70%) |
Defense: Immunities
Stun Resistance | 34% |
Confusion Resistance | 83% |
Disarm Resistance | 31% |
Knockback Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 23% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 339 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 182 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 729% 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 Willpower stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Technique / Bloodthirst | 1.00 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Technique / Thuggery | 1.50 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
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 Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed naga tongue. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed wretchling eyeball. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * '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 hummerhorn wing. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within5 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +6 Cun +6 Con dps ---------- Mind.crit +2% Dmg.mod +7% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +3 Resists +9% lightning ---------- misc Psi/ret +0.16 Size +1 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Resists +12% lightning +6% light +12% blight +5% arcane +6% darkness Blind- +23% Confus- +12% ---------- misc Light +7 See.Stealth +8 See.Invis +7 Track: Puts all charms on 29 cooldown Level 3.9 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 7 turns. The radius will increase with your Cunning. 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 | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Skullcr.mult +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+4 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+1 eff.) Spell.save +10 (+5 eff.) Max.HP +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tool | ![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Dex +1 Wil dps ---------- Phys.crit +3.0% Acc +5 (+1 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 25 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 222 Base Damage: 109 Armor: 5 All Resist: 3 Puts all charms on 18 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Dmg.mod +13% nature ----- def ----- Resists +26% nature +3% light Phys.save +15 (+5 eff.) Mind.save +10 (+5 eff.) Max.HP +116.00 HP.reg +10.00 Heal.mod +14% Confus- +37% Knockbk- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +6 Con dps ---------- Dmg.mod +3% mind Melee Ret 2 physical ----- def ----- Resists +3% lightning +3% mind Spell.save +10 (+5 eff.) ---------- misc Stam/turn +3.00 Max.stam +12.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Crit.mult +15.00% Res.pen +15% physical +15% cold ----- def ----- Defense +15 (+4 eff.) Resists +2% physical Amulets make your neck look great! |
In main hand | ![]() 1.0 T4 dagger 1H weapon [Ego] Arcane/Master Power 28.5 - 37.1 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +5 blight On Hit: * 11% chance to reduce strength, dexterity, and constitution by 5 While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +31% Sharp, short and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: ----- def ----- Armour +6 Resists +5% arcane +9% fire +6% nature +7% cold Max.HP +87.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 16.5 - 21.4 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +8 acid On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +9% acid On Hit (Melee): * 10% chance to reduce armor by 13% ----- def ----- Resists +12% nature +6% cold Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +3% darkness +3% temporal On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Defense +1 (+1 eff.) Resists +6% darkness +6% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 39.04 to 48.80 physical damage (based on Willpower and Cunning) with knockback. Uses 8 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. 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 |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 584% 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 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 |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 686% 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. 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 |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 231 life over 5 turns. 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 |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 225 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 |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc 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... |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Str ----- def ----- Resists +10% nature +11% blight Poison- +20% Disease- +21% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Melee Ret 4 fire On Hit (Melee): * 10% chance to reduce armor by 13% ----- def ----- Resists +12% blight +19% nature +3% light +5% arcane Poison- +22% Disease- +43% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +20% ---------- misc Masteries +0.11 Technique/Bloodthirst Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% temporal Pinning- +21% Knockbk- +22% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +12% light +10% darkness Blind- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +4 Wil ----- def ----- Armour +2 Resists +6% temporal +6% mind +6% cold Knockbk- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +18% lightning +6% light Melee Ret 6 light 8 lightning ----- def ----- Resists +6% light +3% lightning Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +6 Dex dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +3% acid +6% physical On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Resists +14% mind Confus- +26% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +1 Wil +3 Mag dps ---------- Res.pen +5% nature Melee Ret 6 mind ----- def ----- Resists +10% temporal Pinning- +24% Knockbk- +24% ---------- misc Max.psi +20.00 Masteries +0.16 Technique/Combat techniques Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +1 Wil +4 Con dps ---------- Spell.crit +1% Phasing +30% ---------- misc Mana/s.crit +2.00 Max.mana +100.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +11% ---------- misc Infravis +2 Sight +2 See.Invis +5 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +10% mind Blind- +19% Confus- +23% ---------- misc Infravis +4 Sight +2 See.Invis +8 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +7 Dex +3 Mag +5 Cun +5 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.60 Mana/turn +0.26 Max.mana +29.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +7 (+3 eff.) Phys.spd +10% Dmg.mod +9% physical Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +20.00% Dmg.mod +12% mind Res.pen +10% mind Melee Ret 10 mind ----- def ----- Mind.save +13 (+6 eff.) ---------- misc Psi/ret +0.16 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun +1 Str dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning +3% darkness Crit.chn- 15.00% ---------- misc Light +3 See.Invis +3 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +1% physical +12% light +3% blight +22% fire +3% nature Die.at -40.00 life Stun/Frz- +20% Teleport- +10% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% temporal +11% light +6% cold Melee Ret 2 temporal On Hit (Melee): * 10% chance to reduce all saves and defense by 25 ----- def ----- Resists +22% light +6% mind Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Str +2 Dex +4 Mag +6 Wil +6 Cun +2 Con dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 14 light Ranged+ 14 light Dmg.mod +11% light Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Phys.save +6 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Str +2 Dex +1 Con dps ---------- Dmg.mod +12% light Res.pen +10% physical ----- def ----- Defense +10 (+3 eff.) Resists +24% light Phys.save +15 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 8 physical Ranged+ 11 physical Dmg.mod +6% acid Res.pen +5% light Melee Ret 6 light On Hit (Melee): * 10% chance to reduce all saves and defense by 25 On Hit (Ranged): * 10% chance to reduce all saves and defense by 25 ----- def ----- Resists +18% light ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 15 cooldown Level 3.9 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% nature Melee Ret 2 acid ----- def ----- Resists +6% temporal +35% nature +6% darkness Silence- +10% Confus- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Crit.mult +20.00% Dmg.mod +11% acid +11% nature Res.pen +5% mind Acc +6 (+2 eff.) ----- def ----- Resists +22% acid +22% nature ---------- misc Hate/m.crit +1.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Mind.crit +8% Res.pen +20% mind +10% temporal ----- def ----- Resists +15% mind Max.HP +32.00 Disarm- +30% Pinning- +27% Knockbk- +28% ---------- misc Equi/ret +0.12 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% nature ----- def ----- Defense +6 (+2 eff.) Resists +22% nature Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +7 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 8 cooldown Level 2.6 Pwr.cost 8 out of 10/10. Range 7 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! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +9 ----- def ----- Defense +10 (+3 eff.) Disengage: Puts all charms on 8 cooldown Level 2.6 Pwr.cost 8 out of 10/10. Range 7 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! |
![]() 0.1 T2 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 12 physical Ranged+ 7 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 25 On Hit (Ranged): * 12% chance to reduce all saves and defense by 25 ----- def ----- Resists +8% nature +7% blight Poison- +12% Disease- +12% ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 15 cooldown Level 3.9 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +28 (+8 eff.) ----- def ----- Resists +1% physical Phys.save +9 (+3 eff.) Spell.save +11 (+5 eff.) Max.HP +24.00 Disarm- +22% Pinning- +31% Knockbk- +22% ---------- misc Max.stam +10.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature ----- def ----- Resists +12% temporal +3% darkness +5% arcane Max.HP +43.00 HP.reg +7.00 Heal.mod +12% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +7 (+3 eff.) Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 8 cooldown Level 2.6 Pwr.cost 8 out of 10/10. Range 7 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! |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Wil +6 Cun +2 Con dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +11% lightning +6% light ----- def ----- Resists +22% lightning +9% fire +6% nature Spell.save +13 (+6 eff.) ---------- misc Max.stam +18.00 Light +5 Infravis +4 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Cun ----- def ----- Defense +8 (+2 eff.) Mind.save +5 (+2 eff.) Confus- +25% Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T2 dagger 1H weapon [Ego++] Disrupt/Master Power 14.0 - 18.2 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Deals 68 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Phys.crit +6.0% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Psionic Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 17.0 - 22.1 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 10% chance to reduce damage dealt by 21% While equipped: Stats +4 Dex +2 Wil dps ---------- Phys.spd +10% Dmg.mod +6% darkness Res.pen +15% mind Acc +9 (+3 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 25 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Phys.crit +8.0% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Master/Psionic Power 17.5 - 22.8 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +11 darkness Against +9% Living On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +2 Defense +7 (+2 eff.) Resists +9% nature Disarm- +32% Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Master/Psionic Power 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 mind On Hit: * 11% chance to reduce all saves and defense by 25 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Cun +2 Wil dps ---------- Phys.crit +9.0% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Nature/Master Power 28.0 - 36.4 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +9 nature While equipped: Stats +2 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +9% physical ----- def ----- Disarm- +10% Sharp, short and deadly. |
![]() 3.0 T2 shot ammo [Rare] Master Power 21.0 - 25.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +12 Apr +2 Crit +4.5% Capacity 17 Proj.spd +200% While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +2 Wil ----- def ----- Resists +11% mind +15% fire +11% darkness +7% all Crit.chn- 5.00% Phys.save +11 (+4 eff.) Spell.save +11 (+5 eff.) Mind.save +22 (+9 eff.) Die.at -40.00 life Cut- +10% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 9.0 T2 light armor [Rare] Master While equipped: Stats +6 Str +5 Dex dps ---------- Crit.mult +20.00% ----- def ----- Armour +12 Defense +6 (+2 eff.) Fatigue +7% Resists +20% cold Die.at -40.00 life A suit of armour made of leather. |
![]() 9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+7 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 9.0 T2 light armor [Random Unique] Nature/Master While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Melee Ret 4 arcane ----- def ----- Armour +6 Defense +6 (+2 eff.) Fatigue +7% Resists +5% acid +24% cold Max.HP +30.00 HP.reg +4.70 Heal.mod +11% ---------- misc Max.vim +10.00 Breathe water A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun +1 Str dps ---------- Res.pen +10% darkness ----- def ----- Resists +6% lightning +6% temporal Crit.chn- 15.00% ---------- misc Infravis +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Mind.pwr +3 (+1 eff.) On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Phys.save +6 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.08 Hate/m.crit +5.00 Max.hate +6.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% fire +6% cold Crit.chn- 5.00% Silence- +10% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +6% physical Res.pen +10% temporal +15% physical Apr +3 ----- def ----- Resists +9% lightning +15% mind +3% light Phys.save +6 (+2 eff.) Heal.mod +10% ---------- misc Stam/turn +2.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% nature +18% darkness Res.pen +25% nature On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +7 (+2 eff.) Phys.save +7 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +11.00% Acc +6 (+2 eff.) Apr +6 On Hit (Melee): * 10% chance to slow global speed by 52% ----- def ----- Defense +1 (+1 eff.) Resists +3% mind +9% fire Crit.chn- 5.00% Stealth +6 Pinning- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light Res.pen +20% light ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +6% lightning +11% cold ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Fatigue -3% Resists +12% mind +3% darkness Max.HP +60.00 Heal.mod +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +2% Resists +9% cold Spell.save +3 (+1 eff.) HP.reg +2.00 Heal.mod +11% ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Dex +3 Wil +3 Cun dps ---------- Phys.crit +2.0% Mind.pwr +5 (+2 eff.) Apr +5 ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Stam/turn +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Res.pen +10% physical Melee Ret 2 cold ----- def ----- Armour +5 Fatigue +2% Resists +3% light +3% cold Crit.chn- 15.00% Phys.save +6 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +7 Fatigue +3% Resists +4% physical +9% nature +5% arcane Crit.chn- 15.00% Mind.save +3 (+1 eff.) Poison- +20% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str +4 Wil +3 Con dps ---------- Phys.pwr +15 (+5 eff.) Mind.pwr +5 (+2 eff.) Res.pen +15% darkness +8% physical Acc +15 (+5 eff.) ----- def ----- Armour +18 Fatigue +3% Blindside: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +6 Wil ----- def ----- Armour +4 Fatigue +3% Resists +6% nature HP.reg +4.00 Confus- +20% ---------- misc Stam/turn +0.60 Max.stam +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +1 Resists +3% blight +3% cold +6% temporal Crit.chn- 15.00% ---------- misc Infravis +1 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. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +15% light +10% cold Melee Ret 6 light 4 cold ----- def ----- Armour +2 Resists +30% acid HP.reg +3.00 ---------- misc Stam/turn +1.00 Max.stam +19.00 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. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +8 Dex +3 Wil dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +2 Phys.save +6 (+2 eff.) Mind.save +8 (+4 eff.) Disarm- +25% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +2 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. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning +11% temporal +2% physical ---------- misc Equi/ret +0.16 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +5% lightning On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane +15% light +3% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +5% cold Phys.save +12 (+4 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(93 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +5 (+2 eff.) Acc +20 (+6 eff.) ----- def ----- Crit.chn- 15.00% Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +9 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 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% physical ----- def ----- Resists +5% arcane Max.HP +40.00 Stun/Frz- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc 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. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +7% nature Apr +8 ----- def ----- Resists +3% acid +6% fire +12% nature Mind.save +9 (+4 eff.) Max.HP +40.00 ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 19 cooldown Level 3.9 Pwr.cost 19 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 22 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 145 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 T2 torque charm [Rare] Psionic While equipped: Stats +2 Str +3 Mag dps ---------- Crit.mult +15.00% ----- def ----- Armour +4 Resists +5% arcane +3% physical Blast the opponent's mind dealing 184 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +10% lightning Melee Ret 2 light On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Resists +12% light Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +21% mind Res.pen +25% mind +20% nature Sting an enemy dealing 370 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 cooldown 100% to increase all damage penetration by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% nature +24% darkness Res.pen +10% darkness ----- def ----- Resists +9% cold +6% nature +12% darkness Create a radius 3 storm for 5 turns. Each turn, creatures within take 43 lightning damage and will be dazed for 1 turn (218 total damage) Puts all charms on 11 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Random Unique] Arcane While equipped: Stats +1 Str +4 Mag +1 Con ---------- misc See.Invis +6 Wards +4 lightning +4 temporal +4 darkness +4 nature Talents +1 Ward Create a shield absorbing up to 302 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 cooldown 100% to heal for 63. 100% to increase all damage penetration by 18% 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 Pochero the Cornac Marauder level 8
10th Flare 122nd year of Ascendancy at 13:50 see stats
By Pochero the Cornac Marauder level 23
56th Pyre 123rd year of Ascendancy at 12:05 see stats
By Pochero the Cornac Marauder level 10
16th Dusk 122nd year of Ascendancy at 04:35 see stats
By Pochero the Cornac Marauder level 20
76th Regrowth 123rd year of Ascendancy at 09:55 see stats
By Pochero the Cornac Marauder level 26
4th Flare 123rd year of Ascendancy at 15:07 see stats
By Pochero the Cornac Marauder level 7
79th Pyre 122nd year of Ascendancy at 13:58 see stats
By Pochero the Cornac Marauder level 7
2nd Mirth 122nd year of Ascendancy at 00:20 see stats
By Pochero the Cornac Marauder level 23
64th Pyre 123rd year of Ascendancy at 23:40 see stats
Log
Talent Infusion: Regeneration is ready to use.
Pochero uses Infusion: Regeneration.
Pochero starts regenerating health quickly.
Armoured skeleton warrior misses Pochero.
Pochero performs a melee critical strike against Armoured skeleton warrior!
Pochero performs a melee critical strike against Armoured skeleton warrior!
Armoured skeleton warrior's is vulnerable to attacks and effects!
Armoured skeleton warrior is crippled.
Armoured skeleton warrior is disarmed!
Pochero hits Armoured skeleton warrior for 105 physical, 5 blight, 51 physical, 9 acid (170 total damage).
Greater Weapon Focus from Pochero hits Armoured skeleton warrior for 32 physical damage.
Melee retaliation hits Pochero for 140 physical, 140 physical, 119 physical (398 total damage).
Armoured skeleton warrior misses Pochero.
Talent Infusion: Movement is ready to use.
Talent Infusion: Wild is ready to use.
Pochero uses Flurry.
Pochero performs a melee critical strike against Armoured skeleton warrior!
Armoured skeleton warrior's armor corrodes!
Pochero performs a melee critical strike against Armoured skeleton warrior!
Pochero is recovering from the damage!
Pochero performs a melee critical strike against Armoured skeleton warrior!
Armoured skeleton warrior is weakened by the darkness!
Greater Weapon Focus from Pochero performs a melee critical strike against Armoured skeleton warrior!
Pochero performs a melee critical strike against Armoured skeleton warrior!
Greater Weapon Focus from Pochero performs a melee critical strike against Armoured skeleton warrior!
Pochero performs a melee critical strike against Armoured skeleton warrior!
Pochero no longer revels in blood quite so much.