










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Drem |
Class | Cultist of Entropy |
Level / Exp | 29 / 60% |
Size | medium |
Lifes / Deaths | Killed by shadowblade at level 20 on the 30th Shortage 122nd year of Ascendancy at 08:29 0 / 7Killed by Borius, Avatar of Bearness at level 22 on the 14th Iron 123rd year of Ascendancy at 15:37 Killed by worm that walks at level 24 on the 35th Steel 123rd year of Ascendancy at 13:00 Killed by elven blood mage at level 25 on the 23rd Gold 123rd year of Ascendancy at 12:57 Killed by elven cultist at level 25 on the 23rd Gold 123rd year of Ascendancy at 20:56 Killed by Urkis, the High Tempest at level 26 on the 30th Stralite 123rd year of Ascendancy at 06:57 Killed by orc high pyromancer at level 29 on the 30th Voratun 123rd year of Ascendancy at 03:56 |
Primary Stats
Strength | 21 (base 13) |
Dexterity | 11 (base 10) |
Constitution | 33 (base 26) |
Magic | 109 (base 60) |
Willpower | 32 (base 10) |
Cunning | 67 (base 40) |
Resources
Life | -364/626 |
Insanity | 37/100 |
Healing Factor | 1.1699507389162 |
Regeneration | 31.880175719089 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -40% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 3 |
Offense: Mainhand
Damage | 40 |
Accuracy | 16 |
Crit Chance | 27% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 68 |
Crit Chance | 47% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +42% |
Light | +21% |
Temporal | +49% |
Physical | +23% |
Fire | +20% |
All | +2% |
Offense: Damage Penetration
Temporal | +39% |
Darkness | +39% |
Defense: Base
Armour (hardiness) | 64.548153633513 (45%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 36 |
Mental Save | 33 |
Defense: Resistances
Physical | + 8%( 70%) |
Darkness | + 43%( 70%) |
Light | + 25%( 70%) |
Temporal | + 6%( 70%) |
Mind | + 20%( 70%) |
Arcane | + 8%( 70%) |
Cold | + 19%( 70%) |
All | -2%( 70%) |
Defense: Immunities
Silence Resistance | 31% |
Confusion Resistance | 40% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -676 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1744 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 659% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 259 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 314 damage for 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Demented / Oblivion | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Demented / Madness | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Timethief | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Void | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Demented / Calamity | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Race / Drem | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Beyond sanity | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Demented / Doom | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Jinxed Touch |
talent | Chaos Orbs |
talent | Power Overwhelming |
talent | Void Stars |
talent | Twofold Curse |
talent | Chant of Fortress |
detrimental effect | The target is wasting away from entropic forces, taking 18.86 damage per turn. Entropic Wasting |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Increases spell critical chance by 6%. At 5 stacks, next Nether spell is empowered. 3 Halo of Ruin |
beneficial effect | The target's spellpower has been increased by 9. Spellsurge |
beneficial effect | Class talents have no cooldown the first time they are used. Frenzy |
detrimental effect | The target is on fire, taking 24.36 fire damage per turn, reducing damage by 50%, putting 4 random talents on cooldown and reducing movement speed by 50%. While flameshocked talents cooldown twice as slow. Burning Shock |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | The target has 25 increased life regeneration. Recovery |
beneficial effect | The target has 4 increased saves and defense, and 3% increased critical chance. 2 Jinx |
detrimental effect | The target is on fire, taking 49.06 fire damage per turn. Burning |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | 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 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * 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: 16. | 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 |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed green worm. * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed hummerhorn wing. * You've found the needed xorn fragment. Ungrol of Last Hope has completed an elixir of brawn without your aid. 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 warg claw. * You've found the needed pouch of faeros ash. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
On feet | ![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 35 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +21% physical ----- def ----- Defense +25 (+9 eff.) ---------- misc Max.stam +20.00 Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +10% arcane +15% light +15% mind HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
Tool | ![]() 3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str +1 Mag dps ---------- Spell.crit +7% ---------- misc Max.mana +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +13% darkness ----- def ----- Fatigue -5% Resists +26% darkness ---------- misc Max.enc +21 Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +10 (+3 eff.) Acc +11 (+7 eff.) Apr +15 ----- def ----- Defense +11 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 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 143% 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 can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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 main hand | ![]() 5.0 T3 staff 2H weapon [Ego+] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Mag +2 Wil dps ---------- Spell.crit +10% Crit.mult +12.00% Spell.pwr +11 (+3 eff.) Dmg.mod +20% temporal ---------- misc Max.mana +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | ![]() 2.0 T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Str +18 Mag +11 Wil dps ---------- Phys.crit +3.0% Crit.mult +15.00% Spell.pwr +14 (+4 eff.) S.pwr/crit +5 Dmg.mod +19% light ----- def ----- Armour +6 Defense +6 (+2 eff.) Resists +10% darkness +1% physical +11% light +11% all Max.HP +51.00 Silence- +31% ---------- misc Mana/turn +0.21 Psi/turn +0.28 Max.stam +30.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +13 (+5 eff.) Resists +6% mind Crit.dmg- 15.00% Phys.save +7 (+3 eff.) Confus- +20% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +3 Mag +4 Cun +2 Con dps ---------- On Hit (Melee): * 10% chance to reduce armor by 41% ----- def ----- Crit.dmg- 5.00% ---------- misc Infravis +3 Amulets can have magical properties. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 542% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 606% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 239 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 169 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 21 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 209 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 146 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Confus- +20% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +18% fire +15% cold Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -5% HP.reg +2.00 Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +3 See.Stealth +6 See.Invis +6 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +7 (+4 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Silence- +25% ---------- misc Mana/turn +0.13 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 10 light Ranged+ 13 light Dmg.mod +10% light Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +20.00 Disarm- +22% Pinning- +20% Knockbk- +21% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 HP.reg +2.00 Stun/Frz- +25% Rings can have magical properties. |
![]() 3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego] Arcane/Master Power 54.5 - 81.8 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit.r1 +24 fire Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+4 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Str, 20% Dex Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane/Master Power 27.0 - 35.1 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 186 damage over 5 turns and reducing armor and accuracy by 24 While equipped: dps ---------- Phys.crit +10.0% Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Master Power 42.5 - 63.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Master Power 43.0 - 64.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Wound the target dealing 67 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+5 eff.) Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 40 [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Master/Psionic Power 52.0 - 83.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 darkness Against +12% Living Massive two-handed swords. |
![]() 4.0 T4 longbow 2H weapon Reqs Dex 35 [Ego+] Arcane Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +9 On Hit: 10% Arcane Vortex 4 While equipped: Stats +3 Mag dps ---------- Spell.pwr +9 (+3 eff.) Dmg.mod +12% arcane Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Nature/Disrupt Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +13 nature Against +10% Unnatural On Hit: * 10% chance to reduce armor by 41% While equipped: Stats +2 Wil dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Resists +9% mind Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Wil, 90% Str Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+7 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Arcane/Psionic Power 36.0 - 50.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +12 cold On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +1.0% Atk.spd 100% Phasing +14% Melee+ +9 cold Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Normal] Power 27.0 - 37.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Ego++] Master Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Res.pen +7% physical Acc +10 (+6 eff.) Apr +7 Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon Reqs Str 35 [Ego++] Master Power 37.5 - 52.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Dmg.mod +7% physical Res.pen +10% physical Acc +20 (+11 eff.) Apr +6 Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature/Disrupt/Psionic Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit: * 12 arcane resource burn While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Resists +2% arcane Mind.save +4 (+2 eff.) ---------- misc Max.psi +21.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +2% nature ----- def ----- Resists +3% blight Max.HP +25.00 HP.reg +0.90 Disease- +10% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 6 acid Dmg.mod +7% acid Res.pen +7% acid ----- def ----- Resists +6% acid HP.reg +2.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Normal] Nature Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 26 [Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 143% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +3 Cun +2 Con dps ---------- Spell.crit +3% Crit.mult +16.00% Spell.pwr +19 (+5 eff.) Dmg.mod +20% lightning ---------- misc N.En/turn +0.20 Vim/s.crit +3.00 Max.vim +25.00 Max.N.En +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +21% Crit.mult +14.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 trident 2H weapon Reqs Str 24 [Ego+] Arcane/Master Power 28.0 - 44.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +19 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Nature Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Con +7 Wil ----- def ----- Max.HP +31.00 One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego++] Nature/Master Power 32.5 - 45.5 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +7 Str +7 Dex +9 Mag +6 Wil +6 Cun +5 Con dps ---------- Dmg.mod +7% physical Acc +17 (+10 eff.) One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego++] Disrupt/Master Power 34.5 - 48.3 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Deals 59 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +9% all Acc +5 (+4 eff.) Apr +7 One-handed war axes. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +2 (+1 eff.) ----- def ----- Defense +9 (+3 eff.) Mind.save +5 (+2 eff.) Stealth +6 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Psionic While equipped: Stats +6 Mag +1 Wil ----- def ----- Mind.save +7 (+3 eff.) Max.HP +40.00 ---------- misc Mana/turn +0.34 Max.mana +26.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +1 (+1 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 T3 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +5 (+2 eff.) Dmg.mod +14% arcane +10% temporal ----- def ----- Resists +11% all ---------- misc Max.mana +31.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+2 eff.) Apr +6 ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Ego++] Arcane/Master/Psionic While equipped: Stats +7 Dex dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Ego+] Master While equipped: Stats +4 Str +3 Con ----- def ----- Armour +4 Fatigue +3% Resists +8% fire +10% cold Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 Res.pen +10% nature Melee Ret 4 blight On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Armour +4 Fatigue +3% HP.reg +5.00 Heal.mod +14% ---------- misc Mana/turn +0.08 Max.mana +80.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +5 (+2 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Nature While equipped: ----- def ----- Armour +3 HP.reg +1.00 Heal.mod +15% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Armour +3 Silence- +22% Confus- +20% Stun/Frz- +28% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +6 Mind.save +7 (+3 eff.) Max.HP +45.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego] Nature/Master While equipped: Stats +5 Str dps ---------- Phys.pwr +13 (+7 eff.) Melee+ 5 physical Dmg.mod +6% physical ----- def ----- Armour +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +8 (+2 eff.) ----- def ----- Armour +2 ---------- misc Mana/turn +0.12 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. |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +4 Mag +3 Wil +0 Con dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+5 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 2.0 T3 head armor [Ego] Disrupt While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +8% nature +5% blight A cap made of leather. |
![]() 2.0 T3 head armor [Ego++] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +4% lightning +5% temporal +4% light +5% fire +5% nature +4% acid +5% blight +5% cold +4% darkness ---------- misc Mana/turn +1.20 Mana/ret +1.00 Max.mana +42.00 Manaflow: Puts all charms on 40 cooldown Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 14.0 T4 heavy armor Reqs - Heavy armour training Str 38 [Ego++] Nature/Master While equipped: Stats +5 Str +2 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +17% blight +7% physical +29% darkness ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+6 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 18.36 to 55.07 lightning damage (36.71 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T2 light armor [Ego++] Nature/Master While equipped: Stats +4 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +4 Defense +10 (+4 eff.) Fatigue +7% Max.HP +28.00 HP.reg +2.00 Heal.mod +12% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Arcane/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +13 Defense +27 (+9 eff.) Fatigue +8% Resists +10% light +13% darkness Mind.save +13 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego++] Nature While equipped: ----- def ----- Armour +5 Defense +6 (+2 eff.) Fatigue +7% Resists +5% acid +5% cold Max.HP +36.00 HP.reg +5.00 Heal.mod +10% ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Nature While equipped: dps ---------- Melee+ 5 fire Ranged+ 7 fire ----- def ----- Armour +15 Defense +9 (+3 eff.) Fatigue +8% Resists +11% fire +19% physical A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs - Massive armour training Str 35 [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+4 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+6 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() 17.0 T3 massive armor Reqs - Massive armour training Str 35 [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs - Massive armour training Str 48 [Ego++] Nature/Psionic While equipped: Stats +4 Cun +7 Wil ----- def ----- Armour +17 Fatigue +22% Resists +9% acid +8% cold Mind.save +13 (+6 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 7.0 T3 shield armor Reqs - Shield usage training Str 24 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 8 lightning Melee Ret 4 lightning ----- def ----- Armour +6 Fatigue +8% Resists +17% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 3.0 T2 arrow ammo Reqs Dex 18 [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 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 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 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 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 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 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +3.0% Phys.pwr +5 (+3 eff.) Dmg.mod +6% nature Res.pen +5% mind Apr +3 ----- def ----- Resists +11% nature +3% mind While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +6% cold Melee Ret 8 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Fatigue -6% Resists +15% mind +3% temporal Def/telep +15 Res/telep +15% Dur/telep +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 69.57 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 69.57 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(86 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +42.00 Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 159% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 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 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 T4 shot ammo Reqs Dex 35 [Ego+] Master Power 52.0 - 62.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +13.5% Capacity 21 On Crit: * Wound the target dealing 67 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 55 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +2 Cun +2 Mag dps ---------- Res.pen +25% darkness +20% mind ----- def ----- Resists +6% darkness ---------- misc Light +2 Sting an enemy dealing 201 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Vexington the Drem Cultist of Entropy level 22
25th Iron 123rd year of Ascendancy at 10:16 see stats
By Vexington the Drem Cultist of Entropy level 24
36th Steel 123rd year of Ascendancy at 00:29 see stats
By Vexington the Drem Cultist of Entropy level 27
12nd Voratun 123rd year of Ascendancy at 12:11 see stats
By Vexington the Drem Cultist of Entropy level 22
14th Iron 123rd year of Ascendancy at 17:20 see stats
By Vexington the Drem Cultist of Entropy level 14
6th Wealth 122nd year of Ascendancy at 08:31 see stats
By Vexington the Drem Cultist of Entropy level 28
14th Voratun 123rd year of Ascendancy at 05:47 see stats
By Vexington the Drem Cultist of Entropy level 25
7th Stralite 123rd year of Ascendancy at 11:22 see stats
By Vexington the Drem Cultist of Entropy level 17
12nd Dearth 122nd year of Ascendancy at 22:27 see stats
By Vexington the Drem Cultist of Entropy level 27
44th Stralite 123rd year of Ascendancy at 02:30 see stats
By Vexington the Drem Cultist of Entropy level 24
36th Steel 123rd year of Ascendancy at 00:01 see stats
By Vexington the Drem Cultist of Entropy level 10
18th Profit 122nd year of Ascendancy at 12:57 see stats
By Vexington the Drem Cultist of Entropy level 20
15th Shortage 122nd year of Ascendancy at 22:30 see stats
By Vexington the Drem Cultist of Entropy level 24
36th Steel 123rd year of Ascendancy at 00:29 see stats
By Vexington the Drem Cultist of Entropy level 26
30th Stralite 123rd year of Ascendancy at 10:39 see stats
By Vexington the Drem Cultist of Entropy level 7
22nd Voratun 122nd year of Ascendancy at 08:27 see stats
By Vexington the Drem Cultist of Entropy level 24
36th Steel 123rd year of Ascendancy at 00:29 see stats
By Vexington the Drem Cultist of Entropy level 12
27th Profit 122nd year of Ascendancy at 18:53 see stats
By Vexington the Drem Cultist of Entropy level 27
33rd Stralite 123rd year of Ascendancy at 14:35 see stats
By Vexington the Drem Cultist of Entropy level 17
11st Dearth 122nd year of Ascendancy at 11:58 see stats
By Vexington the Drem Cultist of Entropy level 27
12nd Voratun 123rd year of Ascendancy at 19:46 see stats
Log
Vexington casts Dark Whispers.
Orc high pyromancer is haunted by the void!
Orc high pyromancer conjures a lightning storm from his wand!
Orc high pyromancer receives 56 healing.
Orc high pyromancer is not dazed anymore.
Vexington is recovering from the damage!
Orc high pyromancer's cleansing fire area effect hits Vexington for 99 fire damage.
Orc high pyromancer's cleansing fire area effect hits Void monolith for 42 fire damage.
Orc high pyromancer's cleansing fire area effect hits Vexington for 65 fire damage.
Orc high pyromancer's dazing lightning area effect hits Vexington for 56 lightning damage.
Orc high pyromancer's cleansing fire area effect hits Vexington for 65 fire damage.
Dark Whispers from Vexington hits Orc high pyromancer for 17 darkness damage.
Nihil from Vexington hits Orc high pyromancer for 8 temporal damage.
Vexington is dazed!
Vexington is not dazed anymore.
Orc high pyromancer roars triumphantly.
Orc high pyromancer's Fireflash hits Void monolith for 298 fire damage.
Orc high pyromancer's Fireflash hits Vexington for 463 fire damage.
Vexington the level 29 drem cultist of entropy was fried to death by an orc high pyromancer on level 2 of Dreadfell.
Vexington is no longer surging arcane power.
Vexington deactivates Power Overwhelming.
Vexington stops burning.
Vexington has finished recovering.
Vexington deactivates Twofold Curse.
Vexington deactivates Chant of Fortress.
Vexington deactivates Void Stars.
Vexington is not stunned anymore.
Vexington deactivates Jinxed Touch.
Vexington deactivates Chaos Orbs.