











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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 Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | 23 / 66% |
Size | medium |
Lifes / Deaths | Killed by war hound at level 23 on the 65th Regrowth 123rd year of Ascendancy at 13:32 / 1 |
Primary Stats
Strength | 52 (base 44) |
Dexterity | 70 (base 53) |
Constitution | 18 (base 10) |
Magic | 22 (base 10) |
Willpower | 13 (base 10) |
Cunning | 42 (base 14) |
Resources
Life | -121/576 |
Stamina | 51/174 |
Healing Factor | 1.1811363549268 |
Regeneration | 5.6103976859022 |
Speed
Mental | +1.1102230246252E-13% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 34.921546859523 |
See Invisible | 34.921546859523 |
Offense: Mainhand
Damage | 90 |
Accuracy | 57 |
Crit Chance | 51% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | 73 |
Accuracy | 57 |
Crit Chance | 51% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Nature | +20% |
Mind | +24% |
Arcane | +16% |
Cold | +26% |
All | +7% |
Offense: Damage Penetration
Temporal | +30% |
Mind | +10% |
Physical | +27% |
Cold | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 19 (57.155997060385%) |
Defense | 64 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 39 |
Spell Save | 21 |
Mental Save | 31 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 23%( 70%) |
Physical | + 16%( 70%) |
Cold | + 42%( 70%) |
All | + 10%( 70%) |
Lightning | + 18%( 70%) |
Temporal | + 16%( 70%) |
Mind | + 29%( 70%) |
Fire | + 24%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Confusion Resistance | 78% |
Instadeath Resistance | 100% |
Stun Resistance | 70% |
Poison Resistance | 15% |
Disarm Resistance | 66% |
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 265 life over 5 turns. Its effects scale with your Strength 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 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 195 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 754% 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 Dexterity stat. |
Class Talents
Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 5/5 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Misdirection (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed honey tree root. * You've found the needed giant spider spinneret. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' 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 sandworm tooth. * You've found the needed warg claw. * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed black mamba head. * You've found the needed skeleton mage skull. | 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 |
Equipment
On feet | ![]() Balancecast the pair of dwarven-steel boots (0 def, 4 armour) =con+2= 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +4 Mag +2 Con dps ---------- Melee Ret 2 lightning 6 nature ----- def ----- Armour +4 Fatigue -4% Crit.chn- 15.00% Phys.save +8 (+3 eff.) ---------- misc Max.enc +34 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() brass lantern 'Delyrek' 2.0 T1 lite [Rare] Master While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Crit.mult +10.00% ----- def ----- Crit.chn- 15.00% Mind.save +9 (+4 eff.) ---------- misc 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. |
On head | ![]() dwarven-steel helm 'Geturach' (25 def, 7 armour) =main-t3;stam+3/t= 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +20% physical ----- def ----- Armour +7 Defense +25 (+7 eff.) Fatigue +4% ---------- misc Stam/turn +3.00 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Urthazilagodig the hardened leather gloves (0 def, 2 armour) =disarm-25%= 1.0 T2 hands armor [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 5 mind 7 nature Dmg.mod +5% mind +4% nature Res.pen +10% temporal Acc +6 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +2 Resists +6% mind +6% nature Phys.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +25% Def/telep +10 Res/telep +10% Dur/telep +10% 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. |
Tool | ![]() Iceclash the dragonbone wand of shielding [power 446] (8/17 cooldown) =spellhunt-t5= 2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% cold Res.pen +10% cold +20% temporal Create a shield absorbing up to 446 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to reduce fatigue by 30% for 2 turns. 100% to gain a 10% 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. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag dps ---------- Phys.pwr +11 (+3 eff.) Spell.pwr +10 (+5 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +3% acid +9% arcane +7% all On Hit (Melee): * 20% chance to reduce armor by 25% ----- def ----- Resists +6% acid Spell.save +10 (+5 eff.) Mind.save +8 (+4 eff.) Confus- +38% Stun/Frz- +30% Rings make your fingers look great! |
On fingers | ![]() steel onyx ring 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +9 Dex +3 Mag +3 Wil +11 Cun +3 Con dps ---------- Mind.pwr +20 (+7 eff.) Dmg.mod +13% cold Res.pen +10% mind Acc +9 (+2 eff.) Melee Ret 6 cold ----- def ----- Resists +8% blight +29% cold +9% nature Poison- +15% Disease- +17% ---------- misc Psi/ret +0.04 Rings make your fingers look great! |
Around neck | ![]() copper amulet 'Isolessra' =stam+2/t= 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.crit +3.0% Melee Ret 8 acid ----- def ----- Resists +12% mind +3% acid Confus- +20% ---------- misc Stam/turn +2.00 Amulets make your neck look great! |
In main hand | ![]() dwarven-steel dagger 'Vorann' (19-25 power, 7 apr) =con+3= 1.0 T3 dagger 1H weapon [Rare] Master Power 19.0 - 24.7 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Crit.mult +5.00% Phys.pwr +7 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +2 Crit.chn- 10.00% Die.at -20.00 life Max.HP +60.00 Disarm- +16% Stun/Frz- +20% Sharp, short and deadly. |
Around waist | ![]() Xyrin =hp= 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +7.0% Mind.crit +8% Dmg.mod +9% mind Melee Ret 6 mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 15 ----- def ----- Resists +9% lightning +7% temporal +3% mind Max.HP +38.00 A belt that goes around your waist. |
In off hand | ![]() NOTE: crip/crit/bleed/disarm Emeluvena the dwarven-steel dagger (19-25 power, 7 apr) =main-t3= 1.0 T3 dagger 1H weapon [Random Unique] Master Power 19.0 - 24.7 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.r1 +12 mind On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) Acc +7 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +25% ---------- misc Psi/ret +0.12 Hate/m.crit +2.00 Sharp, short and deadly. |
Cloak | ![]() NOTE: proc:slow cashmere cloak 'Shinevengeance' (8 def, 0 armour) 2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +5 Cun +3 Dex dps ---------- Acc +8 (+2 eff.) Apr +8 Melee Ret 4 light On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Defense +8 (+2 eff.) Resists +6% blight +6% cold Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Oakumbra the cured leather armour (6 def, 4 armour) =main-t2= 9.0 T2 light armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% nature +3% mind ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +7% physical +3% nature +15% fire Phys.save +13 (+5 eff.) Max.HP +35.00 HP.reg +4.50 Heal.mod +11% A suit of armour made of leather. |
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 [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 85 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 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 328 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 10 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 23% for 3 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 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 27% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 [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 cure yourself of one random mental effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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 rune scroll [Normal] Arcane 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 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 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Velulrana the Noonwaker 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature +6% light Melee Ret 2 light On Hit (Melee): * 10% chance to slow global speed by 52% ----- def ----- Resists +12% mind +9% acid Confus- +24% ---------- misc Light +3 Amulets make your neck look great! |
![]() 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 [Rare] Nature While equipped: Stats +3 Dex +2 Mag dps ---------- Res.pen +10% blight ----- def ----- Resists +3% acid ---------- misc Mana/turn +0.04 Max.mana +80.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +3 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() Flamequench the gold amulet 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Armour +8 Defense +20 (+5 eff.) Resists +3% fire +14% temporal Blind- +20% Pinning- +35% Knockbk- +32% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +7 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 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 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Phys.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +6 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+3 eff.) Blind- +22% ---------- misc Infravis +3 See.Stealth +5 See.Invis +10 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +14 (+7 eff.) Dmg.mod +20% light Phasing +15% ----- def ----- Defense +13 (+4 eff.) Shield.pwr +5% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 37.0 - 44.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +22 (+11 eff.) Dmg.mod +37% lightning +37% cold +37% arcane +37% fire Res.pen +15% acid ----- def ----- Resists +3% lightning +2% physical Crit.chn- 5.00% Blind- +20% ---------- misc Mana/turn +0.37 Max.mana +72.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() Arunn the Deepskill (30-46 power, 2 apr) =mag+12;con+9= 3.0 T3 battleaxe 2H weapon [Rare] Nature Power 30.5 - 45.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +20 darkness On Crit.r2 +4 cold While equipped: Stats +6 Str +9 Dex +12 Mag +7 Wil +5 Cun +9 Con dps ---------- Dmg.mod +3% nature +6% cold Res.pen +15% darkness Melee Ret 2 cold On Hit (Melee): * 20% chance to reduce damage dealt by 21% Massive two-handed battleaxes. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Master Power 18.0 - 27.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +6% lightning +20% nature HP.reg +2.00 Disarm- +35% Confus- +10% Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Master Power 54.5 - 81.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +12 arcane On Crit: * Splash the target with acid dealing 71 damage over 5 turns and reducing armor and accuracy by 9 While equipped: Stats +7 Str dps ---------- Dmg.mod +13% physical Res.pen +15% nature +13% physical Acc +30 (+8 eff.) Apr +14 On Hit (Melee): * 10% chance to slow global speed by 52% Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 22.0 - 35.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 43 damage On Crit: * Splash the target with acid dealing 71 damage over 5 turns and reducing armor and accuracy by 9 While equipped: Stats +1 Cun +3 Str dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +9% physical Acc +14 (+4 eff.) ----- def ----- Resists +3% mind Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Ego+] Master Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +8% physical ----- def ----- Disarm- +12% Sharp, long, and deadly. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() enhanced steel dagger (12-15 power, 6 apr) =enhance= 1.0 T2 dagger 1H weapon [Ego+] Nature Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Str +4 Dex +3 Mag +4 Wil +4 Cun +4 Con Sharp, short and deadly. |
![]() inquisitor's dwarven-steel dagger (20-26 power, 7 apr) =manaburn= 1.0 T3 dagger 1H weapon [Ego+] Disrupt Power 20.0 - 26.0 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: * Deals 68 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego] Master Power 47.0 - 61.1 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Sharp, short and deadly. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +8% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T1 shot ammo [Ego] Arcane Power 15.5 - 18.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 22 On Hit.r1 +6 fire Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire Melee Ret 5 fire ----- def ----- Armour +4 Fatigue +8% Resists +18% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 fire Res.pen +20% darkness Melee Ret 4 fire ----- def ----- Armour +4 Fatigue +8% Resists +15% acid Spell.save +6 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +7% all Poison- +20% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +18% darkness +9% all ---------- misc Mana/turn +0.10 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +11% all Phys.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +7% all ----- def ----- Resists +10% darkness +13% mind +11% all Phys.save +13 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +23 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() duelist's hardened leather armour of resilience (11 def, 10 armour) 9.0 T3 light armor [Ego+] Nature/Master While equipped: Stats +5 Cun +6 Dex ----- def ----- Armour +10 Defense +11 (+3 eff.) Fatigue +8% Max.HP +23.00 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +14.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +3% physical ----- def ----- Resists +6% fire +6% darkness +5% cold Disease- +20% ---------- misc Stam/turn +1.00 A belt that goes around your waist. |
![]() Isaldathra 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +5 Wil +5 Cun +3 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 52% ----- def ----- Resists +3% temporal +12% nature +6% light Phys.save +13 (+5 eff.) Spell.save +13 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc See.Invis +9 A belt that goes around your waist. |
![]() hardened leather belt 'Islykira' =con+6= 1.0 T3 belt armor [Rare] Nature While equipped: Stats +6 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 25% * 10% chance to slow global speed by 52% * 10 arcane resource burn ----- def ----- Resists +10% lightning +8% temporal +3% light A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Mag dps ---------- Phys.crit +3.0% Crit.mult +6.00% Phys.pwr +3 (+1 eff.) ---------- misc Mana/turn +0.16 Max.mana +26.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() thick linen cloak of the Shaloren (1 def, 5 armour) =mag+1= 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Noonwrecker (9 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +20% mind +5% acid Melee Ret 6 acid 2 mind On Hit (Melee): * 20% chance to reduce armor by 25% ----- def ----- Defense +9 (+3 eff.) Phys.save +9 (+3 eff.) ---------- 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. |
![]() pair of hardened leather boots 'Arcvein' (10 def, 5 armour) =stam+2/t= 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% ----- def ----- Armour +5 Defense +10 (+3 eff.) Resists +9% lightning +4% physical +12% cold ---------- misc Stam/turn +2.00 Infravis +1 A pair of boots made of leather. |
![]() pair of dwarven-steel boots 'Ebonyschism' (0 def, 4 armour) =mag+9= 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +9 Mag ----- def ----- Armour +4 Fatigue -4% Resists +6% darkness Crit.chn- 15.00% Phys.save +8 (+3 eff.) ---------- misc Max.enc +22 See.Invis +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 T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +5 (+2 eff.) Melee+ 4 arcane Dmg.mod +3% arcane ----- def ----- Armour +2 Resists +5% arcane 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. |
![]() NOTE: hp+40;armor+4 heroic iron gauntlets of dexterity (+3) (0 def, 4 armour) =main-t1= 1.5 T1 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +4 Fatigue +1% Mind.save +6 (+3 eff.) Max.HP +41.00 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. |
![]() steady dwarven-steel gauntlets (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +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 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind Res.pen +5% mind Melee Ret 2 darkness ----- def ----- Armour +1 Fatigue +1% Resists +9% light +8% cold Max.HP +40.00 Knockbk- +10% Teleport- +10% ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +5 Str +4 Con ----- def ----- Armour +3 Fatigue +3% Skullcr.mult +1 Skullcracker: Puts all charms on 17 cooldown Level 3.9 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 366.6 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Mag +1 Wil dps ---------- S.pwr/crit +8 ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Xanynn the dwarven-steel helm (6 def, 10 armour) =main-t3;defense= 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +4% Resists +6% temporal +4% all Crit.chn- 15.00% Phys.save +7 (+3 eff.) Mind.save +18 (+9 eff.) Die.at -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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: 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 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.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 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 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 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 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. |
![]() Eilinerawe 2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Str dps ---------- Crit.mult +5.00% Res.pen +5% mind Acc +10 (+3 eff.) ----- def ----- Armour +2 Phys.save +9 (+3 eff.) Mind.save +5 (+2 eff.) ---------- misc Light +3 See.Stealth +8 See.Invis +5 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. |
![]() Relgodan =con+1= 2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Dex +1 Con dps ---------- Dmg.mod +9% temporal Acc +10 (+3 eff.) Melee Ret 12 fire ----- def ----- Armour +8 Resists +6% fire Die.at -40.00 life ---------- 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. |
![]() 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.(56 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() brass lantern 'Zufast' 2.0 T1 lite [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +6.0% Crit.mult +5.00% Phasing +10% ----- def ----- Resists +1% physical ---------- misc 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. |
![]() 1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Con dps ---------- Res.pen +5% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 15 ----- def ----- Resists +7% blight Mind.save +7 (+3 eff.) HP.reg +3.00 ---------- misc Light +9 See.Stealth +5 See.Invis +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Master While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +9% nature HP.reg +2.00 Heal.mod +10% Blind- +24% Confus- +13% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +8 Infravis +2 See.Stealth +10 See.Invis +8 Track: Puts all charms on 33 cooldown Level 5.2 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Tabers the Sparksquall =critmult= 1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) Dmg.mod +3% mind Res.pen +7% all Apr +7 ----- def ----- Resists +21% lightning ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() piercing alchemist's lamp of the zealot 1.0 T3 lite [Ego++] Disrupt/Master While equipped: dps ---------- Res.pen +5% all Apr +11 ----- def ----- Resists +3% all Spell.save +7 (+3 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Isoremira (dig speed 30 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +4 (+1 eff.) ----- def ----- Armour +8 Phys.save +6 (+2 eff.) Die.at -20.00 life Stun/Frz- +20% ---------- misc Max.hate +4.00 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 [Ego+] Psionic Blast the opponent's mind dealing 198 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() Anirig the dwarven-steel torque of mindblast [power 215] (8/13 cooldown) 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Phys.crit +1.0% Crit.mult +10.00% Res.pen +20% mind ---------- misc Max.stam +30.00 Blast the opponent's mind dealing 267 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to reduce fatigue by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Squalorjam the dwarven-steel torque of clear mind [power 3] (8/21 cooldown) 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% nature +18% mind Res.pen +10% mind On Hit (Melee): * 10% chance to slow global speed by 52% ----- def ----- Resists +3% mind Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() dwarven-steel torque of gale force 'Wretchquencher' [power 235] (8/13 cooldown) 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +7 Wil dps ---------- Crit.mult +10.00% Dmg.mod +6% nature ----- def ----- Mind.save +12 (+6 eff.) ---------- misc Max.psi +20.00 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 251 physical damage Puts all charms on 13 cooldown 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 320 Base Damage: 150 Armor: 2 All Resist: 2 Puts all charms on 21 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Spell.crit +2% Melee Ret 4 acid 2 blight ---------- misc Mana/turn +0.16 Mana/s.crit +2.00 Max.vim +10.00 Heal yourself and all friendly characters within 10 spaces for 236 Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Pochero the Cornac Marauder level 8
2nd Flare 122nd year of Ascendancy at 20:42 see stats
By Pochero the Cornac Marauder level 22
62nd Regrowth 123rd year of Ascendancy at 08:13 see stats
By Pochero the Cornac Marauder level 10
4th Dusk 122nd year of Ascendancy at 21:06 see stats
By Pochero the Cornac Marauder level 20
14th Regrowth 123rd year of Ascendancy at 00:17 see stats
By Pochero the Cornac Marauder level 7
79th Pyre 122nd year of Ascendancy at 00:58 see stats
By Pochero the Cornac Marauder level 11
10th Dusk 122nd year of Ascendancy at 11:34 see stats
By Pochero the Cornac Marauder level 20
16th Regrowth 123rd year of Ascendancy at 19:52 see stats
Log
Melee retaliation hits Pochero for 0 arcane, 0 arcane (0 total damage).
Pochero hits Ritch flamespitter for 7 mind damage.
Pochero hits Turtle for 6 mind damage.
Pochero hits Bethythra the large brown snake for (81 to psi shield), 129 physical, (3 to psi shield), 5 nature, 3 mind, (55 to psi shield), 82 physical, (3 to psi shield), 5 nature, 6 mind, 7 mind (235 total damage).
Pochero hits Large white snake for 15 mind damage.
Bethythra the large brown snake uses Pheromones.
Summons flock towards Pochero.
War hound misses Pochero.
Bethythra the large brown snake misses Pochero.
Bethythra the large brown snake misses Pochero.
Large white snake misses Pochero.
Melee retaliation hits Giant spider for 2 lightning, 4 light, 7 nature, 9 acid, 8 cold, 7 mind (37 total damage).
Giant spider hits Pochero for (24 parried), 19 nature (19 total damage).
Bethythra the large brown snake's Beyond the Flesh hits Pochero for 70 physical, 5 lightning (76 total damage).
Deep Wound from Pochero hits Bethythra the large brown snake for (37 to psi shield), 55 physical (55 total damage).
Melee retaliation hits Bethythra the large brown snake for 2 lightning, 4 light, (3 to psi shield), 4 nature, (2 to psi shield), 3 acid, 7 cold, 7 mind (27 total damage).
Emelora the giant black ant uses Feed.
Turtle misses Pochero.
Emelora the giant black ant uses Dark Torrent.
Pochero has finished recovering.
Talent Track is ready to use.
Pochero reacts to an attack from War hound, mitigating the blow!.
Poison from Giant spider hits Pochero for 64 nature damage.
War hound hits Pochero for (52 reacted , -5 stam), 125 physical (125 total damage).
Melee retaliation hits War hound for 2 lightning, 4 light, 7 nature, 9 acid, 8 cold, 7 mind (37 total damage).
Thorn Grab from Bethythra the large brown snake hits Pochero for 11 nature damage.
Emelora the giant black ant hits Large white snake for 114 darkness damage.
Emelora the giant black ant hits Pochero for 103 darkness damage.
Pochero the level 23 cornac marauder was torn limb from limb to death by a war hound on level 1 of Old Forest.
Pochero no longer revels in blood quite so much.