










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Bulwark |
Level / Exp | 40 / 10% |
Size | medium |
Lifes / Deaths | Killed by Tortured Mass Eilinotha at level 40 on the 19th Haze 123rd year of Ascendancy at 21:25 / 2Killed by Tortured Mass Eilinotha at level 40 on the 19th Haze 123rd year of Ascendancy at 21:34 |
Antimagic | Follower |
Primary Stats
Strength | 99 (base 60) |
Dexterity | 39 (base 33) |
Constitution | 34 (base 16) |
Magic | 10 (base 10) |
Willpower | 97 (base 60) |
Cunning | 31 (base 10) |
Resources
Life | -12/1603 |
Stamina | 434/434 |
Equilibrium | 0 |
Healing Factor | 1.3353365646229 |
Regeneration | 16.302726772198 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +6.6613381477509E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 37.878701826468 |
See Invisible | 34.878701826468 |
Offense: Mainhand
Damage | 157 |
Accuracy | 52 |
Crit Chance | 20% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 5 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +6% |
Physical | +10% |
Fire | +16% |
All | 0% |
Offense: Damage Penetration
Fire | +15% |
Mind | +35% |
Defense: Base
Armour (hardiness) | 82.29230492397 (87.807182003187%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 43 |
Physical Save | 63 |
Spell Save | 54 |
Mental Save | 58 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 42%( 70%) |
Physical | + 23%( 70%) |
Cold | + 23%( 70%) |
All | + 4%( 70%) |
Lightning | + 23%( 70%) |
Temporal | + 13%( 70%) |
Fire | + 70%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Stun Resistance | 28% |
Instadeath Resistance | 100% |
Confusion Resistance | 30% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 492 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 241 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 743% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by orc assassin. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved spell save by +12. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved spell save by +12. | 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 Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by warg. Escort: repented thief (level 2 of Old Forest) | failed |
You failed to protect the worried loremaster from death by giant venus flytrap. Escort: worried loremaster (level 1 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Strength 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 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 159. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed bear paw. * You've found the needed green worm. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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! | 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Dex +7 Wil +6 Cun +3 Con dps ---------- Res.pen +20% mind +15% fire ----- def ----- Armour +5 Fatigue +4% Crit.chn- 15.00% Phys.save +15 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +12 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +13.00% Phys.pwr +7 (+1 eff.) ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Light +4 See.Stealth +11 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +14 (+3 eff.) ----- def ----- Armour +8 Fatigue +5% Mind.save +9 (+2 eff.) Max.HP +76.00 Unarmed combat: Power 154% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +4 Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Battle Shout 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Defense +10 (+4 eff.) Phys.save +18 (+5 eff.) ---------- misc Light +2 Sting an enemy dealing 404 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +8 (+2 eff.) HP.reg +4.00 Stun/Frz- +28% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +7 Wil +7 Cun dps ---------- Mind.pwr +11 (+3 eff.) Dmg.mod +16% fire ----- def ----- Armour +12 Defense +10 (+4 eff.) Resists +9% temporal +47% fire Confus- +20% Rings make your fingers look great! |
Around neck | ![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | ![]() 3.0 T5 longsword 1H weapon [Rare] Disrupt Power 156% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 fire Against +21% Unnatural While equipped: Stats +8 Cun +5 Wil ----- def ----- Resists +6% fire ---------- misc Light +2 Infravis +2 Sharp, long, and deadly. |
Around waist | ![]() 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. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 188% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +208 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +8 (+2 eff.) ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +20.00% Mind.pwr +25 (+7 eff.) Dmg.mod +6% temporal Res.pen +15% mind Melee Ret 8 mind ----- def ----- Defense +12 (+4 eff.) Phys.save +11 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+4 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 40.38 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd 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 -264 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 528 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (105). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+5 eff.) Mind.save +18 (+5 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 5.2 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 350.89 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +3 Con ----- def ----- Spell.save +15 (+5 eff.) ---------- misc Max.stam +19.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% Dmg.mod +6% arcane +21% mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Mind.save +14 (+4 eff.) Confus- +46% ---------- misc Psi/ret +0.20 Max.hate +10.00 Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +10 Mag +9 Wil +9 Cun dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) S.pwr/crit +7 Dmg.mod +20% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Nature Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +4% Spell.pwr +17 (+6 eff.) Dmg.mod +25% acid ----- def ----- Defense +9 (+3 eff.) HP.reg +1.10 Heal.mod +18% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 31.07 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +11.0% Spell.crit +8% Mind.crit +7% Spell.pwr +29 (+10 eff.) Melee+ 41 arcane Dmg.mod +6% lightning +30% arcane +6% blight Res.pen +10% blight ---------- misc Mana/s.crit +2.00 Hate/m.crit +3.00 Max.mana +114.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Unique] Unknown Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+12 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 50 [Unique] Arcane It desires to be surrounded by undeath. Power 150% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+12 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +14% Spell.pwr +27 (+9 eff.) Dmg.mod +30% cold ---------- misc Vim/s.crit +3.00 Max.mana +48.00 Max.vim +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +26 (+9 eff.) Dmg.mod +30% blight ---------- misc Vim/s.crit +3.00 Max.vim +23.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +17.00% Spell.pwr +27 (+9 eff.) Dmg.mod +30% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Str +2 Mag dps ---------- Spell.crit +13% Mind.crit +1% Spell.pwr +28 (+10 eff.) Dmg.mod +9% mind +30% darkness Res.pen +10% mind ----- def ----- Resists +15% darkness Mind.save +6 (+2 eff.) ---------- misc Mana/turn +0.40 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 142% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +18 (+7 eff.) Dmg.mod +34% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+6 eff.) Dmg.mod +30% lightning ---------- misc Mana/turn +0.26 Max.mana +52.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +15 (+6 eff.) Dmg.mod +30% acid ---------- misc Mana/turn +0.18 Max.mana +78.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Arcane Power 169% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +9 temporal On Hit: * Create an explosion dealing 15 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +26% lightning Res.pen +21% lightning ----- def ----- Resists +24% temporal Massive two-handed battleaxes. |
![]() 5.0 T4 greatmaul 2H weapon [Ego+] Arcane/Master Power 176% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +17 blight On Hit: 20% Epidemic 4 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +36% Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Nature Power 159% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Str +10 Dex +10 Mag +10 Wil +7 Cun +6 Con Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego] Arcane Power 173% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +24 light Against +16% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon [Ego++] Nature/Master Power 127% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Con +8 Wil dps ---------- Res.pen +8% physical Acc +5 (+1 eff.) Apr +8 ----- def ----- Max.HP +33.00 Sharp, long, and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 162% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +14 blight On Hit: 20% Epidemic 5 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +20% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master Power 152% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Crit.mult +24.00% Apr +9 One-handed war axes. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Disrupt/Master Power 134% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Deals 98 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Phys.crit +9.0% Crit.mult +10.00% Apr +8 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Mag 44 [Unique] Arcane Power 152% Range: 1.3x Uses 55% Mag, 35% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+6 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 2.68 acid and 2.68 blight damage. If not cleared after five turns it will inflict 15.20 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane/Master Power 147% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +22 cold While equipped: dps ---------- Phys.crit +13.0% Crit.mult +21.00% Apr +5 Sharp, short and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature Power 112% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +16 mind On Hit.r1 +8 darkness On Crit.r2 +4 darkness While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +9% nature +9% fire Res.pen +20% darkness Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 28% * 20% chance to reduce all saves and defense by 34 ----- def ----- Resists +9% blight Disease- +22% ---------- 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 T4 longbow 2H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +16 arcane On Hit.r1 +20 darkness On Hit: 10% Arcane Vortex 4 On Hit: * 20% chance to reduce damage dealt by 28% While equipped: Stats +8 Mag dps ---------- Spell.pwr +17 (+6 eff.) Dmg.mod +20% arcane Res.pen +20% arcane +20% fire Melee Ret 4 darkness ----- def ----- Resists +6% darkness Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego+] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +24 lightning On Hit: 10% Arcane Vortex 5 While equipped: Stats +11 Mag dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +14% arcane +29% lightning Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 sling 1H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +16 acid +12 arcane On Hit.r1 +8 light While equipped: Stats +6 Con dps ---------- Res.pen +25% acid Melee Ret 6 acid On Hit (Ranged): * 20% chance to reduce armor by 10% ----- def ----- Resists +9% light ---------- misc Light +2 Masteries +0.20 Wild-gift/Fungus Regenerate 220 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T4 sling 1H weapon Reqs Shoot [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +4 Dex +9 Wil +9 Con ----- def ----- Max.HP +37.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +18.0% Acc +21 (+6 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Random Unique] Master/Psionic Power 168% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +15.0% Capacity 55 Rld cld 6 Ranged+ +42 mind On Hit.r1 +8 lightning +12 mind On Crit.r2 +12 lightning +8 mind On Hit: * 23% chance to reduce all saves and defense by 34 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Reload +2 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Ego] Arcane/Master Power 165% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +18 Apr +6 Crit +7.0% Capacity 19 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Shots are used with slings to pummel your foes to death. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 160% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+7 eff.) Rng.Def +10 (+4 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 150% Range: 1.2x Uses 120% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 179% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +216 On Hit: * 19% chance to reduce armor by 10% While equipped: dps ---------- Melee+ 8 acid On shield block: * Cause enemies within radius 6 to bleed for 272 physical damage over 5 turns (1/turn) Melee Ret 1 acid ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 177% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +290 Melee+ +14 light +15 darkness While equipped: Stats +6 Cun +5 Mag dps ---------- Dmg.mod +18% light +18% darkness ----- def ----- Armour +16 Fatigue +8% Resists +13% light +17% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +3 Wil dps ---------- Mind.crit +2% Spell.pwr +8 (+4 eff.) Mind.pwr +6 (+2 eff.) S.pwr/crit +3 Dmg.mod +6% mind Res.pen +9% mind ----- def ----- Resists +9% all Silence- +25% ---------- misc Psi/turn +0.34 Max.psi +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +3% Spell.pwr +18 (+7 eff.) S.pwr/crit +4 Dmg.mod +11% arcane +17% temporal ----- def ----- Resists +13% all Silence- +28% ---------- misc Max.mana +50.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Nature/Master While equipped: Stats +6 Con dps ---------- Dmg.mod +5% nature ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +13% all Phys.save +19 (+5 eff.) Poison- +28% Disease- +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +12% acid +25% physical +15% fire +11% cold ----- def ----- Resists +12% acid +16% physical +14% fire +14% cold +15% all ---------- misc Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Dmg.mod +12% arcane +16% fire ----- def ----- Resists +15% all +24% fire ---------- misc Max.mana +80.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +5 Str +6 Mag +6 Wil dps ---------- Dmg.mod +25% lightning +11% physical +5% cold ----- def ----- Resists +9% lightning +9% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Ego+] Master While equipped: Stats +6 Str +6 Dex ----- def ----- Armour +7 Defense +18 (+6 eff.) Fatigue +8% Resists +20% lightning Phys.save +9 (+3 eff.) A suit of armour made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +8 Con ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +21% Resists +7% fire -15% light +9% darkness Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+2 eff.) A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +23 Defense +4 (+2 eff.) Fatigue +12% Resists +5% acid +8% cold ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+4 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% fire +20% cold +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +5 Str ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +11% physical +31% darkness +14% light ---------- misc Light +1 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 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Master/Psionic While equipped: Stats +3 Dex +6 Wil +5 Cun dps ---------- Phys.pwr +30 (+7 eff.) Dmg.mod +9% arcane ----- def ----- Armour +16 Defense +15 (+5 eff.) Fatigue +22% Resists +8% mind +22% cold Mind.save +31 (+8 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Wil dps ---------- Dmg.mod +15% fire Melee Ret 6 arcane 4 fire ----- def ----- Armour +16 Fatigue +22% Resists +16% darkness +25% blight +22% cold +8% mind +5% arcane Mind.save +21 (+5 eff.) ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 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. |
![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Str +5 Dex +5 Cun +4 Con +7 Lck dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Phys.save +9 (+3 eff.) Stealth +8 ---------- misc T.Disarm +14 Infravis +4 Size +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Dex +2 Con dps ---------- Phys.crit +4.0% Res.pen +5% mind Melee Ret 8 acid ----- 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 T5 cloak armor [Rare] Master While equipped: Stats +5 Str +1 Dex +4 Mag +5 Con dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Defense +3 (+1 eff.) Resists +12% blight Spell.save +11 (+4 eff.) Die.at -80.00 life ---------- misc Stam/turn +4.40 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +5 Silence- +34% Confus- +29% Stun/Frz- +28% A pair of boots made of leather. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +12% darkness ---------- misc Infravis +3 Unarmed combat: Power 134% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +9 Apr +15 Crit +22.0% Atk.spd 83% Melee+ +7 darkness On Crit: 10% Dominate 5 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +8 Str +2 Mag +5 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 34 ----- def ----- Armour +3 Fatigue +3% Resists +6% fire A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +10 Str +20 Con dps ---------- Phys.pwr +6 (+1 eff.) On Hit (Melee): * 10% chance to slow global speed by 62% ----- def ----- Armour +5 Fatigue +5% Resists +3% acid +9% temporal +6% darkness +3% fire Phys.save +15 (+4 eff.) Spell.save +9 (+3 eff.) Mind.save +13 (+3 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.6 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +7 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 632.5 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +8 Dex dps ---------- Dmg.mod +12% arcane ----- def ----- Armour +4 Defense +10 (+4 eff.) Fatigue +4% Resists +9% nature Crit.chn- 10.00% Phys.save +12 (+3 eff.) Max.HP +80.00 HP.reg +4.00 Skullcracker: Puts all charms on 20 cooldown Level 3.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 632.5 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +9% cold +13% light +13% darkness ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +5 Con ----- def ----- Armour +5 Fatigue +5% Phys.save +14 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 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 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +8 Str +2 Wil dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Resists +12% cold Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +8 See.Invis +12 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Ego+] Nature While equipped: Stats +4 Con ----- def ----- Resists +8% blight HP.reg +4.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Resists +8% blight HP.reg +7.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- On Hit (Melee): * 10% chance to slow global speed by 62% ----- def ----- Resists +6% fire Heal.mod +5% Disease- +20% Knockbk- +20% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 T5 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% light +12% cold On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Resists +12% light +12% cold ---------- misc Light +2 Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 434 physical damage Puts all charms on 15 cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T5 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 785 Base Damage: 409 Armor: 32 All Resist: 21 Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Ken the Cornac Bulwark level 36
60th Dusk 123rd year of Ascendancy at 16:51 see stats
By Ken the Cornac Bulwark level 30
5th Mirth 123rd year of Ascendancy at 15:24 see stats
By Ken the Cornac Bulwark level 34
19th Dusk 123rd year of Ascendancy at 10:49 see stats
By Ken the Cornac Bulwark level 14
23rd Dusk 122nd year of Ascendancy at 15:06 see stats
By Ken the Cornac Bulwark level 39
1st Haze 123rd year of Ascendancy at 22:21 see stats
By Ken the Cornac Bulwark level 20
33rd Haze 122nd year of Ascendancy at 05:20 see stats
By Ken the Cornac Bulwark level 29
55th Pyre 123rd year of Ascendancy at 04:13 see stats
By Ken the Cornac Bulwark level 8
10th Mirth 122nd year of Ascendancy at 21:53 see stats
By Ken the Cornac Bulwark level 38
68th Dusk 123rd year of Ascendancy at 06:52 see stats
By Ken the Cornac Bulwark level 36
56th Dusk 123rd year of Ascendancy at 15:40 see stats
By Ken the Cornac Bulwark level 24
2nd Allure 123rd year of Ascendancy at 06:48 see stats
By Ken the Cornac Bulwark level 20
33rd Haze 122nd year of Ascendancy at 09:26 see stats
By Ken the Cornac Bulwark level 28
74th Regrowth 123rd year of Ascendancy at 16:57 see stats
By Ken the Cornac Bulwark level 30
5th Mirth 123rd year of Ascendancy at 14:48 see stats
By Ken the Cornac Bulwark level 10
5th Flare 122nd year of Ascendancy at 21:07 see stats
By Ken the Cornac Bulwark level 20
59th Dusk 122nd year of Ascendancy at 09:23 see stats
By Ken the Cornac Bulwark level 30
4th Mirth 123rd year of Ascendancy at 17:02 see stats
By Ken the Cornac Bulwark level 40
19th Haze 123rd year of Ascendancy at 19:00 see stats
By Ken the Cornac Bulwark level 20
21st Haze 122nd year of Ascendancy at 07:00 see stats
By Ken the Cornac Bulwark level 31
9th Dusk 123rd year of Ascendancy at 23:22 see stats
By Ken the Cornac Bulwark level 29
54th Pyre 123rd year of Ascendancy at 18:40 see stats
By Ken the Cornac Bulwark level 38
69th Dusk 123rd year of Ascendancy at 02:47 see stats
By Ken the Cornac Bulwark level 30
5th Mirth 123rd year of Ascendancy at 15:24 see stats
By Ken the Cornac Bulwark level 8
3rd Flare 122nd year of Ascendancy at 14:40 see stats
By Ken the Cornac Bulwark level 30
5th Mirth 123rd year of Ascendancy at 15:24 see stats
By Ken the Cornac Bulwark level 28
70th Regrowth 123rd year of Ascendancy at 07:59 see stats
By Ken the Cornac Bulwark level 20
34th Haze 122nd year of Ascendancy at 11:52 see stats
By Ken the Cornac Bulwark level 25
4th Allure 123rd year of Ascendancy at 13:14 see stats
By Ken the Cornac Bulwark level 17
48th Dusk 122nd year of Ascendancy at 02:02 see stats
By Ken the Cornac Bulwark level 40
19th Haze 123rd year of Ascendancy at 21:25 see stats
By Ken the Cornac Bulwark level 33
18th Dusk 123rd year of Ascendancy at 12:11 see stats
Log
Ken is recovering from the damage!
Tortured Mass Eilinotha's spell attains critical power!
Skeleton warrior misses Ken.
Skeleton mage misses Ken.
Skeleton assassin is not stunned anymore.
Tortured Mass Eilinotha hits Ken for (208 blocked), 100 acid, (9 blocked), 0 blight, (208 blocked), 154 acid, (40 blocked), 0 acid, (31 blocked), 0 nature, (208 blocked), 155 acid, (93 blocked), 0 blight, (9 blocked), 0 blight, (85 blocked), 0 blight (409 total damage).
Melee retaliation hits Tortured Mass Eilinotha for 3 mind, 3 mind, 3 mind, 3 mind (11 total damage).
Skeleton assassin performs a melee critical strike against Ken!
Melee retaliation hits Skeleton assassin for 3 mind, 3 mind (7 total damage).
Skeleton assassin hits Ken for (56 blocked), 0 physical, (13 blocked), 0 darkness, (62 blocked), 0 physical, (13 blocked), 0 darkness, (3 blocked), 0 fire (0 total damage).
Ken stops bleeding.
Ken is not disabled anymore.
Talent Rush is ready to use.
Talent Infusion: Wild is ready to use.
Talent Rain of Bears is ready to use.
Talent Dig is ready to use.
Acid Splash from Tortured Mass Eilinotha hits Ken for (32 blocked), 0 acid (0 total damage).
Ghoulking uses Gnaw.
Ghoulking misses Ken.
Tortured Mass Eilinotha uses Skullcracker.
Tortured Mass Eilinotha casts Flame.
Ken is on fire!
Tortured Mass Eilinotha performs a melee critical strike against Ken!
Tortured Mass Eilinotha casts Flame.
Tortured Mass Eilinotha's spell attains critical power!
Tortured Mass Eilinotha performs a melee critical strike against Ken!
Ken wanders around!
Tortured Mass Eilinotha hits Ken for 62 physical, 66 fire, 152 blight, 9 blight, 108 fire, 26 acid, 8 nature, 116 blight, 40 acid, 31 nature (618 total damage).
Melee retaliation hits Tortured Mass Eilinotha for 3 mind, 3 mind, 2 mind (8 total damage).
Ken the level 40 cornac bulwark was slimed to death by Tortured Mass Eilinotha on level 1 of Hidden Vault - Rak'shor Pride (1).