
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. 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 | 22 / 93% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 13 on the 41st Dusk 122nd year of Ascendancy at 20:25 0 / 7Killed by black jelly at level 15 on the 3rd Haze 122nd year of Ascendancy at 10:33 Killed by Xanidhewen the blade horror at level 21 on the 28th Regrowth 123rd year of Ascendancy at 11:35 Killed by Weirdling Beast at level 21 on the 28th Regrowth 123rd year of Ascendancy at 13:55 Killed by Weirdling Beast at level 21 on the 28th Regrowth 123rd year of Ascendancy at 15:22 Killed by Urkis, the High Tempest at level 21 on the 35th Regrowth 123rd year of Ascendancy at 17:17 Killed by The Fragmented Essence of Harkor'Zun at level 22 on the 36th Regrowth 123rd year of Ascendancy at 23:25 |
Primary Stats
Strength | 12 (base 12) |
Dexterity | 64 (base 49) |
Constitution | 18 (base 10) |
Magic | 12 (base 10) |
Willpower | 17 (base 11) |
Cunning | 53 (base 40) |
Resources
Life | -3/533 |
Stamina | 20/180 |
Healing Factor | 1.0711363549267 |
Regeneration | 11.042950498967 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 84 |
Accuracy | 63 |
Crit Chance | 25% |
APR | 18 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 6 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Light | +9% |
Lightning | +22% |
Cold | +8% |
Physical | +9% |
Fire | +5% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Light | +25% |
Lightning | +35% |
Darkness | +15% |
Physical | +11% |
Cold | +25% |
All | +5% |
Defense: Base
Armour (hardiness) | 27.719009130622 (56.026343845506%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 10 |
Spell Save | 21 |
Mental Save | 25 |
Defense: Resistances
Acid | + 47%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 24%( 70%) |
All | + 7%( 70%) |
Lightning | + 61%( 70%) |
Light | + 12%( 70%) |
Temporal | + 13%( 70%) |
Physical | + 17%( 70%) |
Fire | + 30%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Disarm Resistance | 23% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 61% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: 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%. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 600% 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 / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
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 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 failed to protect the injured seer from death by Glarevea the wolf. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by hornet swarm. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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. The fortress's current energy level is: 1. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed hummerhorn wing. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed length of troll intestine. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | 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 within20 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Ignore resists +15% lightning When Hit 2 acid defense ------ Armor +1 Resistance +12% lightning, +6% temporal +5% arcane, +9% acid A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T3 shot ammo [Ego+] Arcane/Master Weapon Damage 30.5 - 36.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 57 On Hit: 20% Curse of Vulnerability level 3 While equipped: other ------- Reload +1 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +44.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +12% acid, +9% light Ignore resists +20% light When Hit 2 lightning defense ------ Defense +2 (+1 eff.) Resistance +18% acid, +6% nature +6% lightning other ------- Light +2 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ Physical Power +6 (+3 eff.) On-Hit 7 physical Damage +3% physical Accuracy +4 (+1 eff.) Ignore Armor +9 defense ------ Armor +8 Resistance +8% blight Spell save +12 (+6 eff.) 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 | ![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats Str +2, Dex +4, Con +3 other ------- EQ when Hit +0.12 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 502 Base Damage: 252 Armor: 8 All Resist: 0 Puts all charms on 25 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats Wil +3 defense ------ Mind save +6 (+3 eff.) Life +20.00 Disarm Resist +23% Pinning Resist +20% Knockbk Resist +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Damage +12% lightning Ignore resists +10% lightning, +20% cold +10% darkness defense ------ Fatigue -6% Resistance +15% lightning Life Regen +2.00 Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T3 sling 1H weapon [Random Unique] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 Projectile Speed +200% On-ranged-hit +20 acid, +12 lightning While equipped: Stats Cun +7 offense ------ Combat Speed +10% Ignore resists +5% lightning, +6% physical +5% acid, +5% all Accuracy +8 (+2 eff.) Ignore Armor +6 Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Ego++] Arcane/Nature When used to Attack: Weapon Damage 26.0 - 31.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +86 On-crit, radius 2 +13 light, +10 fire While equipped: offense ------ On shield block: * Deals 15 light and fire damage to each enemy blocked defense ------ Armor +6 Fatigue +8% Resistance +5% acid, +5% light, +15% fire +7% cold, +5% lightning other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+1 eff.) Life +32.00 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 T1 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +6% acid, +6% physical +5% fire, +8% cold defense ------ Resistance +11% acid, +11% physical +10% fire, +11% cold, +7% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 55 then cleanse 1 wound, poison, and disease effect. 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 [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 61 then cleanse 1 wound, poison, and disease effect. 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: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 76 then cleanse 1 wound, poison, and disease effect. 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 infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 408% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Strength 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 rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (0 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. 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: 16 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 672% for 10 turns (0 total) and instantly restoring 34 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength 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 rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 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 71 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. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life Regen +2.00 other ------- Masteries +0.10 Technique/Skirmisher - Slings Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +12% cold Ignore resists +15% cold, +15% nature +10% fire defense ------ Resistance +15% cold Mind save +5 (+2 eff.) Confus Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats Str +3, Wil +3 offense ------ Ignore resists +15% cold defense ------ Armor +6 Resistance +12% cold, +12% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats Wil +4, Con +6 offense ------ Damage +15% cold defense ------ Resistance +10% nature, +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.00 cold and 10.09 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats Dex +3 offense ------ Accuracy +6 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats Cun +3 defense ------ Defense +6 (+2 eff.) Life +22.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Nature While equipped: offense ------ Damage +10% cold defense ------ Resistance +6% blight, +20% cold +7% nature Poison Resist +13% Disease Resist +12% Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Rare] Arcane Weapon Damage 24.5 - 39.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +12 cold On-crit, radius 2 +12 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: offense ------ Damage +12% cold Ignore resists +10% blight, +25% cold defense ------ Resistance +9% cold Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Rare] Psionic Weapon Damage 22.5 - 36.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +16 mind, +20 item expose On Hit: * 20% chance to reduce all saves and defense by 18 While equipped: Stats Mag +2, Wil +7, Cun +3 offense ------ Damage +12% lightning defense ------ Resistance +20% blight Crit Resistance 10.00% Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +5 cold Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Ego] Arcane/Master Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: Stats Mag +2, Wil +1 offense ------ Spellpower +7 (+4 eff.) Accuracy +7 (+1 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +22% Blunt and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) other ------- Hate/kill +2.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 43.40 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 turn cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T1 sling 1H weapon [Ego++] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: offense ------ Physical Crit +5.0% Damage +8% physical Accuracy +6 (+1 eff.) other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T1 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +5 acid While equipped: Stats Str +2 offense ------ Physical Power +6 (+3 eff.) Damage +9% acid Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T1 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +6 acid While equipped: Stats Dex +1 offense ------ Damage +9% acid Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T1 sling 1H weapon [Normal] Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +12.00% Spellpower +6 (+3 eff.) Damage +15% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Rare] Arcane Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +20 light On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: defense ------ Defense +5 (+2 eff.) Resistance +5% arcane, +9% light +6% darkness Crit Resistance 10.00% One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% mind, +3% cold defense ------ Resistance +6% lightning, +6% temporal +6% light, +6% mind A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats Mag +1 offense ------ Damage +3% light defense ------ Resistance +7% lightning, +6% temporal Crit Resistance 10.00% other ------- See Invisibility +18 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Dex +2, Cun +2, Con +2 offense ------ Physical Power +5 (+2 eff.) Damage +3% physical When Hit 6 physical defense ------ Defense +1 (+1 eff.) other ------- Max stamina +30.00 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 T1 cloak armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce damage dealt by 15% defense ------ Defense +7 (+3 eff.) Physical save +5 (+5 eff.) 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 T2 cloth armor [Rare] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+2 eff.) Damage +9% fire Ignore resists +10% temporal defense ------ Resistance +12% light, +5% arcane +9% all Physical save +6 (+6 eff.) Spell save +18 (+9 eff.) Life +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats Mag +6 offense ------ Spell Crit +15% Spellpower +15 (+6 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Damage +12% arcane defense ------ Resistance +9% all other ------- Max mana +50.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats Con +4 offense ------ Damage +7% nature defense ------ Resistance +11% all Poison Resist +20% Disease Resist +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Critical power +5.00% Move Speed +10% Damage +3% light defense ------ Armor +3 Fatigue -5% Resistance +9% temporal, +3% cold +3% light, +1% physical Life +33.00 other ------- Stamina/turn +0.20 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Critical power +15.00% Ignore resists +5% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Armor +1 Resistance +6% lightning, +6% temporal +3% acid other ------- Psi when Hit +0.08 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +4 (+2 eff.) defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +10.00 A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Damage +12% cold Accuracy +5 (+1 eff.) When Hit 2 lightning defense ------ Armor +1 Resistance +3% lightning, +6% acid Physical save +5 (+5 eff.) Mind save +6 (+3 eff.) Disarm Resist +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Normal] While equipped: defense ------ Armor +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Ego+] Arcane While equipped: Stats Mag +5, Wil +3 offense ------ Spellpower +4 (+2 eff.) On-Hit 10 arcane Damage +4% arcane defense ------ Armor +2 Fatigue +3% Resistance +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Ego] Master While equipped: Stats Str +3 offense ------ Physical Power +13 (+6 eff.) defense ------ Armor +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Dex +3, Wil +1 offense ------ Critical power +10.00% Ignore resists +5% mind, +20% cold defense ------ Armor +1 Fatigue +1% other ------- Max psi +10.00 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Cun +1 offense ------ Damage +3% mind, +11% fire Ignore resists +10% cold defense ------ Defense +1 (+1 eff.) Resistance +6% acid, +16% fire, +3% cold other ------- Hate-on-crit +3.00 Max hate +2.00 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Ego+] Disrupt/Psionic While equipped: Stats Cun +3, Wil +3 offense ------ Mindpower +3 (+2 eff.) defense ------ Armor +4 Fatigue +4% Resistance +11% nature, +7% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Ego+] Psionic While equipped: Stats Cun +6, Wil +4 defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Mind save +14 (+7 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +19% lightning, +12% light +10% darkness A suit of armour made of mail. |
![]() 9.0 Encumbrance T1 light armor [Rare] Nature While equipped: Stats Wil +2 offense ------ Physical Crit +1.0% Critical power +20.00% Ignore Armor +2 defense ------ Armor +2 Defense +13 (+5 eff.) Fatigue +6% Life +22.00 other ------- EQ when Hit +0.08 A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor Reqs Str 16 [Unique] Master While equipped: Stats Con +4 defense ------ Armor +6 Defense +12 (+4 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 Encumbrance T2 light armor Reqs Str 14 [Ego+] Nature/Master While equipped: offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +6 (+3 eff.) defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Life Regen +2.60 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
![]() 9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor Reqs Str 14 [Ego+] Nature/Master While equipped: offense ------ On-Hit 5 fire On-Ranged-Hit 5 fire defense ------ Armor +9 Defense +6 (+2 eff.) Fatigue +7% Resistance +12% physical, +15% fire +19% cold A suit of armour made of leather. |
![]() 17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Rare] Nature While equipped: offense ------ Damage +12% arcane Ignore resists +25% mind, +5% acid When Hit 6 acid On-Hit (Melee): * 20% chance to reduce armor by 11% defense ------ Armor +9 Fatigue +22% Resistance +7% acid, +8% physical +7% lightning, +7% fire +5% arcane, +7% cold Disarm Resist +24% Stun Resist +24% Knockbk Resist +25% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+3 eff.) Fatigue +12% Resistance +15% cold, +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 Encumbrance T3 shield armor [Rare] Master When used to Attack: Weapon Damage 29.0 - 34.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +80 While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 18 defense ------ Armor +6 Fatigue +8% Resistance +3% lightning, +12% fire +3% darkness, +21% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor [Rare] Master When used to Attack: Weapon Damage 32.0 - 38.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +73 On-Hit, radius 1 +8 fire On-crit, radius 2 +4 fire While equipped: offense ------ Ignore resists +5% mind, +20% fire On-Hit (Melee): * 20% chance to reduce all saves and defense by 18 defense ------ Armor +6 Fatigue +8% Resistance +21% fire other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 8.5 - 10.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +20 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T1 shield armor [Ego] Master When used to Attack: Weapon Damage 8.5 - 10.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +48 While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T1 shield armor [Ego] Master When used to Attack: Weapon Damage 10.5 - 12.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +42 While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T2 shield armor [Ego+] Arcane/Master When used to Attack: Weapon Damage 12.5 - 15.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 On-crit, radius 2 +14 light, +12 fire While equipped: offense ------ On shield block: * Deals 15 light and fire damage to each enemy blocked defense ------ Armor +4 Fatigue +8% Resistance +6% fire, +7% light +10% physical other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T2 arrow ammo [Normal] Weapon Damage 22.0 - 30.8 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 22 Arrows are used with bows to pierce your foes to death. |
![]() 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 T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: 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 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+4 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 [Rare] Master While equipped: Stats Str +1 offense ------ Damage +6% nature, +24% mind When Hit 2 fire defense ------ Resistance +9% fire other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 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 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] Master While equipped: offense ------ Damage +3% light defense ------ Armor +10 Physical save +9 (+9 eff.) Poison Resist +10% Disarm Resist +10% 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Physical Crit +2.0% Critical power +10.00% Physical Power +5 (+2 eff.) Accuracy +25 (+6 eff.) Ignore Armor +1 When Hit 11 fire defense ------ Resistance +6% fire other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance 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 T1 shot ammo [Rare] Master Weapon Damage 17.5 - 21.0 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 23 Projectile Speed +200% On-ranged-hit +20 physical On-Hit, radius 1 +20 darkness While equipped: other ------- Reload +1 Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats Cun +1 offense ------ Ignore resists +5% nature, +10% mind On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Resistance +6% nature other ------- EQ when Hit +0.16 Harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40% Puts all charms on 20 turn cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() 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 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 Stupid Ugly Noober the Shalore Skirmisher level 16
29th Haze 122nd year of Ascendancy at 00:27 see stats
By Stupid Ugly Noober the Shalore Skirmisher level 19
23rd Regrowth 123rd year of Ascendancy at 23:35 see stats
By Stupid Ugly Noober the Shalore Skirmisher level 21
28th Regrowth 123rd year of Ascendancy at 18:57 see stats
By Stupid Ugly Noober the Shalore Skirmisher level 10
2nd Summertide 122nd year of Ascendancy at 13:43 see stats
By Stupid Ugly Noober the Shalore Skirmisher level 20
26th Regrowth 123rd year of Ascendancy at 03:38 see stats
By Stupid Ugly Noober the Shalore Skirmisher level 16
57th Haze 122nd year of Ascendancy at 19:02 see stats
By Stupid Ugly Noober the Shalore Skirmisher level 12
25th Dusk 122nd year of Ascendancy at 02:18 see stats
By Stupid Ugly Noober the Shalore Skirmisher level 21
33rd Regrowth 123rd year of Ascendancy at 21:30 see stats
By Stupid Ugly Noober the Shalore Skirmisher level 17
9th Regrowth 123rd year of Ascendancy at 07:38 see stats
By Stupid Ugly Noober the Shalore Skirmisher level 21
35th Regrowth 123rd year of Ascendancy at 17:18 see stats
Log
The Fragmented Essence of Harkor'Zun misses Stupid Ugly Noober.
The Fragmented Essence of Harkor'Zun uses Slash.
Stupid Ugly Noober's spell attains critical power!
Stupid Ugly Noober hits The Fragmented Essence of Harkor'Zun for 13 fire, 27 light (39 total damage).
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 2 lightning, 2 acid (5 total damage).
The Fragmented Essence of Harkor'Zun hits Stupid Ugly Noober for (86 blocked), (8 flat reduction), 0 physical (0 total damage).
Talent Bash and Smash is ready to use.
Stupid Ugly Noober uses Bash and Smash.
Stupid Ugly Noober hits The Fragmented Essence of Harkor'Zun for 35 physical, 10 physical (45 total damage).
The Fragmented Essence of Harkor'Zun performs a melee critical strike against Stupid Ugly Noober!
Stupid Ugly Noober reacts to an attack from The Fragmented Essence of Harkor'Zun, mitigating the blow!.
Stupid Ugly Noober cleverly deflects the attack with his shield!
Stupid Ugly Noober repels an attack from The Fragmented Essence of Harkor'Zun.
The Fragmented Essence of Harkor'Zun hits Stupid Ugly Noober for (23 flat reduction), (27 reacted , -5 stam), 56 physical (56 total damage).
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 2 lightning, 2 acid (5 total damage).
Stupid Ugly Noober cleverly deflects the attack with his shield!
Stupid Ugly Noober repels an attack from The Fragmented Essence of Harkor'Zun.
Stupid Ugly Noober is no longer dominated.
Talent Infusion: Movement is ready to use.
Stupid Ugly Noober uses Swift Shot.
Stupid Ugly Noober's Swift Shot performs a ranged critical strike against The Fragmented Essence of Harkor'Zun!
Stupid Ugly Noober's Swift Shot hits The Fragmented Essence of Harkor'Zun for 135 physical, 24 acid, 15 lightning (173 total damage).
The Fragmented Essence of Harkor'Zun uses Slash.
Stupid Ugly Noober reacts to an attack from The Fragmented Essence of Harkor'Zun, mitigating the blow!.
Stupid Ugly Noober is no longer being stalked by The Fragmented Essence of Harkor'Zun.
The Fragmented Essence of Harkor'Zun hits Stupid Ugly Noober for (23 flat reduction), (34 reacted , -5 stam), 72 physical (72 total damage).
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 2 lightning, 2 acid (5 total damage).
Stupid Ugly Noober the level 22 shalore skirmisher was eviscerated to death by The Fragmented Essence of Harkor'Zun on level 2 of Tempest Peak.