
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Brightwood UI 1.7.6Brightwood UI - originally by daftigod. Display class 1.7.0Display class icon on top off enemies Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Shalore |
Class | Skirmisher |
Level / Exp | 38 / 7% |
Size | medium |
Lifes / Deaths | Killed by Dosdum the thalore at level 19 on the 65th Dusk 122nd year of Ascendancy at 21:49 0 / 9Killed by Mayyra the ghoul at level 23 on the 73rd Regrowth 123rd year of Ascendancy at 10:30 Killed by Xanyldaldama the elder vampire at level 29 on the 59th Pyre 123rd year of Ascendancy at 13:21 Killed by Aletta Soultorn at level 29 on the 60th Pyre 123rd year of Ascendancy at 21:04 Killed by Celia at level 32 on the 1st Summertide 123rd year of Ascendancy at 04:43 Killed by Celia at level 32 on the 1st Summertide 123rd year of Ascendancy at 06:26 Killed by orc high cryomancer at level 38 on the 7th Regrowth 125th year of Ascendancy at 18:15 Killed by Bethutira the orc pyromancer at level 38 on the 8th Regrowth 125th year of Ascendancy at 19:20 Killed by orc pyromancer at level 38 on the 8th Regrowth 125th year of Ascendancy at 19:49 |
Primary Stats
Strength | 25 (base 12) |
Dexterity | 84 (base 60) |
Constitution | 63 (base 31) |
Magic | 40 (base 13) |
Willpower | 33 (base 11) |
Cunning | 78 (base 60) |
Resources
Life | -135/997 |
Stamina | 139/286 |
Healing Factor | 1.564619213451 |
Regeneration | 25.611457128405 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +103% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 45.123448791434 |
See Invisible | 45.123448791434 |
Offense: Mainhand
Damage | 121 |
Accuracy | 77 |
Crit Chance | 47% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 16.5 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 31% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Arcane | +22% |
Cold | +14% |
All | 0% |
Darkness | +9% |
Temporal | +15% |
Physical | +70% |
Fire | +26% |
Nature | +9% |
Offense: Damage Penetration
Light | +35% |
Physical | +46% |
Fire | +45% |
All | +25% |
Defense: Base
Armour (hardiness) | 50 (83.594633868923%) |
Defense | 78 |
Ranged Defense | 81 |
Fatigue | 11.923805221685 |
Physical Save | 39 |
Spell Save | 26 |
Mental Save | 29 |
Defense: Resistances
Acid | + 45%( 70%) |
Blight | + 37%( 70%) |
Physical | + 55%( 70%) |
Cold | + 61%( 70%) |
All | + 28%( 70%) |
Lightning | + 33%( 70%) |
Light | + 34%( 70%) |
Fire | + 44%( 70%) |
Nature | + 50%( 70%) |
Defense: Immunities
Poison Resistance | 20% |
Instadeath Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 623 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 123 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 814% 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 Constitution stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Adumira the storm drake hatchling. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by Mayedheyawe the master vampire. Escort: lost warrior (level 8 of Dreadfell) | failed |
You failed to protect the repented thief from death by Xolravea the snow giant chieftain. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 445. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed electric eel tail. * You've found the needed vial of wight ectoplasm. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within9 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Crit +5.0% Physical Power +5 (+1 eff.) Damage +9% nature, +9% darkness Ignore Armor +9 When Hit 6 darkness On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Armor +3 Resistance +18% nature, +6% cold A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T4 shot ammo [Ego++] Arcane/Psionic Weapon Damage 43.0 - 51.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 23 On-ranged-hit +22 physical On Hit: 20% Curse of Vulnerability level 4 On Hit: * 20% chance to knock the target back 3 spaces and deal 162 physical damage Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats Str +4, Dex +2, Con +2 offense ------ Damage +18% physical Ignore resists +10% light Accuracy +20 (+4 eff.) defense ------ Armor +4 Physical save +10 (+4 eff.) Healmod +22% other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats Con +4, Mag +5 offense ------ Physical Crit +4.0% Critical power +10.00% Damage +15% fire Ignore resists +10% physical defense ------ Defense +2 (+1 eff.) Resistance +9% light Spell save +7 (+3 eff.) A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats Str +4, Dex +11, Cun +7 offense ------ Accuracy +8 (+2 eff.) Ignore Armor +5 defense ------ Armor +3 Physical save +11 (+4 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range 9 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: Stats Str +6, Con +3 offense ------ Physical Crit +2.0% When Hit 4 physical Create a shield absorbing up to 470 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 21% for 2 turns. 100% to increase all damage penetration by 19% 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 Encumbrance T3 ring jewelry [Ego++] Psionic While equipped: Stats Cun +9, Wil +6 offense ------ Mindpower +7 (+2 eff.) On-Hit 17 physical On-Ranged-Hit 5 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 26 On-Hit (Ranged): * 13% chance to reduce all saves and defense by 26 other ------- Hate-on-crit +1.00 Max hate +8.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature While equipped: Stats Str +1, Mag +2, Cun +1, Con +6 offense ------ Damage +23% physical defense ------ Resistance +23% physical Physical save +8 (+3 eff.) other ------- Infravision +3 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Disrupt While equipped: offense ------ Ignore resists +15% fire defense ------ Resistance +12% blight, +1% physical +12% nature, +9% cold Life +40.00 Poison Resist +20% Disease Resist +22% Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T4 sling 1H weapon [Ego++] Nature Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-crit, radius 2 +37 fire While equipped: Stats Con +12, Wil +9 offense ------ Global Speed +3% Ignore resists +5% fire defense ------ Life +67.00 Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: offense ------ Damage +11% physical Ignore resists +11% physical defense ------ Resistance +5% acid, +7% fire +7% lightning, +7% cold A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 48.0 - 57.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+5 eff.) Ranged Defense +10 (+2 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego+] Nature/Master While equipped: offense ------ Accuracy +17 (+3 eff.) defense ------ Armor +7 Defense +2 (+1 eff.) Fatigue -6% Resistance +10% cold Life +45.00 other ------- Max stamina +18.00 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 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats Mag +3, Wil +4 offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +10% acid, +15% temporal +11% fire, +14% cold +22% arcane, +18% physical defense ------ Resistance +18% acid, +14% physical +15% fire, +14% cold +13% all other ------- Max mana +75.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 326 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 363 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 324.30 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 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 108 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 50 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% temporal Pinning Resist +22% Knockbk Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Wil +2 defense ------ Resistance +11% temporal Pinning Resist +21% Knockbk Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Damage +12% cold When Hit 10 light defense ------ Armor +5 Defense +6 (+2 eff.) Resistance +15% cold, +3% light +3% darkness Max Resistance +3% all Physical save +11 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats Wil +4 offense ------ Mind Crit +1% Damage +21% acid On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Resistance +27% acid, +6% nature other ------- Max psi +10.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats Dex +7, Con +6 offense ------ Damage +15% darkness, +15% physical Ignore resists +25% darkness defense ------ Resistance +15% physical Crit Resistance 15.00% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats Dex +3 offense ------ Critical power +5.00% Physical Power +5 (+1 eff.) Damage +12% darkness, +3% physical defense ------ Resistance +24% darkness, +9% acid other ------- Max stamina +30.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats Cun +6, Mag +6 offense ------ Damage +25% lightning, +25% fire +25% arcane, +25% cold Ignore resists +25% lightning, +25% fire +25% arcane, +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +9% acid, +6% arcane +6% blight When Hit 8 arcane On-Hit (Melee): * 20% chance to reduce armor by 20% defense ------ Resistance +5% arcane, +6% acid Life +30.00 Disarm Resist +28% Pinning Resist +24% Knockbk Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 26 defense ------ Fatigue -5% Resistance +3% darkness, +3% temporal other ------- Encumbrance +21 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats Cun +2 defense ------ Defense +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats Cun +3 defense ------ Defense +6 (+2 eff.) Mind save +5 (+2 eff.) Confus Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Master While equipped: Stats Cun +7, Dex +6 offense ------ Accuracy +19 (+4 eff.) Ignore Armor +10 defense ------ Defense +9 (+2 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 129% 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 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats Mag +4, Wil +9 offense ------ Spellpower +25 (+5 eff.) Ignore resists +10% acid When Hit 4 blight defense ------ Mind save +8 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats Mag +2 offense ------ On-Hit 14 light On-Ranged-Hit 12 light Damage +11% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats Con +2 defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats Mag +3 defense ------ Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats Mag +4 defense ------ Spell save +8 (+4 eff.) Blind Resist +24% other ------- Infravision +4 See Stealth +9 See Invisibility +6 Rings make your fingers look great! |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats Dex +1 offense ------ Critical power +15.00% Spellpower +2 (+0 eff.) Ignore Armor +1 defense ------ Defense +5 (+2 eff.) Mind save +6 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats Con +3 offense ------ Physical Power +10 (+3 eff.) Accuracy +10 (+2 eff.) defense ------ Resistance +12% blight, +15% light +9% nature Physical save +6 (+2 eff.) Life +48.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: offense ------ Physical Crit +4.0% Critical power +7.00% Physical Power +4 (+1 eff.) defense ------ Defense +15 (+4 eff.) Stealth +8 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats Mag +4 offense ------ Physical Crit +3.0% Critical power +7.00% Physical Power +3 (+1 eff.) other ------- Mana/turn +0.17 Max mana +32.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Dex +2, Wil +1, Cun +1 offense ------ Ignore resists +5% light defense ------ Defense +1 (+1 eff.) Crit Resistance 5.00% other ------- See Invisibility +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 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Dex +2, Mag +1, Wil +2, Cun +2 offense ------ Spellpower/crit +2 Damage +3% nature Accuracy +4 (+1 eff.) Ignore Armor +4 defense ------ Defense +1 (+1 eff.) other ------- Infravision +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 Encumbrance T3 cloak armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats Cun +3, Wil +3 offense ------ Mind Crit +6% Damage +9% fire defense ------ Defense +2 (+1 eff.) Resistance +9% cold, +9% fire Spell save +5 (+2 eff.) Mind save +8 (+4 eff.) Life +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego++] Nature/Master While equipped: offense ------ Damage +10% darkness Ignore resists +7% darkness defense ------ Defense +8 (+2 eff.) Resistance +18% fire, +11% light +13% darkness Stealth +17 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats Mag +5, Wil +3 offense ------ Spellpower +23 (+5 eff.) Damage +20% temporal, +20% physical Ignore resists +20% temporal, +20% physical When Hit 20 physical, 10 temporal defense ------ Armor +3 Defense +9 (+2 eff.) Resistance +10% temporal, +10% physical +13% all Temporal Reprieve: Effective talent level: 1.0 Power cost 41 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats Cun +4 offense ------ Spell Crit +9% Spellpower +17 (+4 eff.) Damage +13% darkness, +21% light +8% all defense ------ Resistance +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Rare] Master While equipped: Stats Cun +3 defense ------ Armor +4 Defense +20 (+5 eff.) Fatigue -1% Resistance +6% mind Physical save +9 (+3 eff.) Life +100.00 Stun Resist +10% Teleport Resist +20% other ------- Encumbrance +32 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T3 feet armor [Ego++] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +8 (+2 eff.) Ignore resists +7% physical Ignore Armor +7 defense ------ Armor +3 A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats Cun +5, Dex +4 offense ------ Accuracy +5 (+1 eff.) Ignore Armor +7 When Hit 8 mind On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Armor +2 Defense +20 (+5 eff.) Resistance +3% acid, +6% fire, +3% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range 9 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats Con +4 defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.5 Encumbrance T4 hands armor Reqs - Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats Cun +3, Dex +4 offense ------ Spell Crit +6% Spellpower +10 (+2 eff.) On-Hit 10 lightning Damage +6% lightning, +12% temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +9 Fatigue +5% Resistance +7% lightning Mind save +12 (+6 eff.) Life +41.00 other ------- Mana/turn +0.20 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. |
![]() 9.0 Encumbrance T5 light armor [Ego++] Nature/Master While equipped: offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Life +46.00 Life Regen +13.00 Healmod +18% A suit of armour made of leather. |
![]() 7.0 Encumbrance T4 shield armor [Unique] Master When used to Attack: Weapon Damage 40.0 - 48.0 Physical Uses 120% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +9.0% Block +220 Lifesteal +8% While equipped: Stats Con +10 offense ------ When Hit 15 draining blight defense ------ Armor +15 Fatigue +19% Resistance +25% blight, +10% light Life Regen +5.00 other ------- Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical 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 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats Wil +3 offense ------ Damage +5% mind, +9% darkness Ignore resists +15% darkness defense ------ Resistance +3% light other ------- Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +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. |
![]() 0.0 Encumbrance T3 lite [Ego+] Arcane/Nature While equipped: Stats Mag +5 offense ------ Spellpower +10 (+2 eff.) defense ------ Life +40.00 other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Ego] Nature While equipped: defense ------ Physical save +7 (+3 eff.) Life +45.00 Healmod +16% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Ego+] Nature/Master While equipped: defense ------ Life +52.00 Blind Resist +20% Confus Resist +10% other ------- Light +8 See Stealth +10 See Invisibility +11 Track: Puts all charms on 33 turn cooldown Effective talent level: 3.9 Power cost 33 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance 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 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 Encumbrance T2 shot ammo [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 18 On-ranged-hit +10 lightning, +12 fire +20 item nature slow On-Hit, radius 1 +12 light, +20 nature On-crit, radius 2 +7 lightning, +12 fire On Hit: * 20% chance to slow global speed by 53% Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Ego++] Master Weapon Damage 42.0 - 50.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +19.0% Capacity 23 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo [Ego++] Master Weapon Damage 61.0 - 73.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +21.5% Capacity 21 Projectile Speed +200% On Critical: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo [Ego++] Master Weapon Damage 51.5 - 61.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +24.5% Capacity 22 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T2 shot ammo [Ego] Arcane/Master Weapon Damage 23.0 - 27.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +2 Critical Rate +4.5% Capacity 13 On-ranged-hit +9 cold Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 18 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T1 shot ammo [Ego] Master Weapon Damage 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +1 Critical Rate +4.0% Capacity 17 Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Damage +9% arcane, +6% darkness Ignore resists +10% darkness, +25% arcane When Hit 2 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +5% arcane Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Damage +6% arcane Ignore resists +5% arcane When Hit 8 arcane defense ------ Resistance +5% arcane, +9% temporal other ------- Light +3 Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 21 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: offense ------ Spellpower +15 (+4 eff.) defense ------ Resistance +12% temporal other ------- Mana/turn +0.08 Mana-on-crit +2.00 Max mana +40.00 Fire a magical bolt dealing 439 cold damage Puts all charms on 13 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Giga Noob the Shalore Skirmisher level 34
18th Regrowth 124th year of Ascendancy at 14:20 see stats
By Giga Noob the Shalore Skirmisher level 31
66th Pyre 123rd year of Ascendancy at 22:26 see stats
By Giga Noob the Shalore Skirmisher level 37
3rd Regrowth 125th year of Ascendancy at 04:01 see stats
By Giga Noob the Shalore Skirmisher level 10
7th Dusk 122nd year of Ascendancy at 10:05 see stats
By Giga Noob the Shalore Skirmisher level 36
9th Pyre 124th year of Ascendancy at 14:06 see stats
By Giga Noob the Shalore Skirmisher level 37
60th Dusk 124th year of Ascendancy at 06:07 see stats
By Giga Noob the Shalore Skirmisher level 19
65th Dusk 122nd year of Ascendancy at 20:58 see stats
By Giga Noob the Shalore Skirmisher level 34
3rd Allure 124th year of Ascendancy at 05:41 see stats
By Giga Noob the Shalore Skirmisher level 25
14th Pyre 123rd year of Ascendancy at 21:07 see stats
By Giga Noob the Shalore Skirmisher level 10
7th Dusk 122nd year of Ascendancy at 10:04 see stats
By Giga Noob the Shalore Skirmisher level 20
9th Haze 122nd year of Ascendancy at 09:08 see stats
By Giga Noob the Shalore Skirmisher level 30
61st Pyre 123rd year of Ascendancy at 00:48 see stats
By Giga Noob the Shalore Skirmisher level 22
70th Haze 122nd year of Ascendancy at 00:27 see stats
By Giga Noob the Shalore Skirmisher level 23
72nd Regrowth 123rd year of Ascendancy at 06:22 see stats
By Giga Noob the Shalore Skirmisher level 17
34th Dusk 122nd year of Ascendancy at 14:23 see stats
By Giga Noob the Shalore Skirmisher level 37
58th Dusk 124th year of Ascendancy at 18:27 see stats
By Giga Noob the Shalore Skirmisher level 9
7th Flare 122nd year of Ascendancy at 06:53 see stats
By Giga Noob the Shalore Skirmisher level 30
63rd Pyre 123rd year of Ascendancy at 09:53 see stats
By Giga Noob the Shalore Skirmisher level 22
46th Haze 122nd year of Ascendancy at 16:29 see stats
By Giga Noob the Shalore Skirmisher level 22
10th Allure 123rd year of Ascendancy at 18:29 see stats
By Giga Noob the Shalore Skirmisher level 28
55th Pyre 123rd year of Ascendancy at 19:14 see stats
By Giga Noob the Shalore Skirmisher level 17
32nd Dusk 122nd year of Ascendancy at 03:41 see stats
By Giga Noob the Shalore Skirmisher level 38
8th Regrowth 125th year of Ascendancy at 19:20 see stats
By Giga Noob the Shalore Skirmisher level 31
66th Pyre 123rd year of Ascendancy at 04:49 see stats
Log
Orc archer's Shoot misses Giga Noob.
Talent Bash and Smash is ready to use.
Giga Noob uses Bash and Smash.
Orc high cryomancer casts Rune: Stormshield.
Orc high cryomancer summons a storm to protect them!
Giga Noob hits Bone giant for (128 absorbed), 0 physical, (52 absorbed), 0 physical (0 total damage).
Orc high cryomancer casts Phase Door.
Fire drake hatchling misses Giga Noob.
Bone giant resists the stun!
Something hits Bone giant for (180 absorbed), 0 lightning (0 total damage).
Giga Noob's Bash and Smash hits Orc high cryomancer for (535 stormshielded), 0 physical, 41 physical (41 total damage).
Orc pyromancer casts Flame.
Giga Noob is on fire!
Orc pyromancer hits Giga Noob for (1 flat reduction), 101 fire (101 total damage).
Orc archer shoots!
Giga Noob uses Tumble.
Giga Noob uses Kill Shot.
Giga Noob reacts to damage from Orc pyromancer's Fireflash, mitigating the blow!.
Orc pyromancer roars triumphantly.
The shield around bone giant crumbles.
Giga Noob snipes Orc high cryomancer (+110% weapon bonus for range)!
Orc pyromancer's Fireflash hits Orc archer for 344 fire damage.
Orc pyromancer's Fireflash hits Orc high cryomancer for (239 stormshielded), 0 fire (0 total damage).
Orc pyromancer's Fireflash hits Cold drake hatchling for 344 fire damage.
Orc pyromancer's Fireflash hits Fire drake hatchling for 54 fire damage.
Orc pyromancer's Fireflash hits Giga Noob for (1 flat reduction), (99 reacted , -6 stam), 162 fire (162 total damage).
Orc pyromancer's Fireflash hits Bone giant for (216 absorbed), 128 fire (128 total damage).
Giga Noob the level 38 shalore skirmisher was flamed to death by an orc pyromancer on level 2 of Vor Armoury.