












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Forbidden Cults 1.7.4Official 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.
Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch 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 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 | Halfling |
Class | Skirmisher |
Level / Exp | 23 / 11% |
Size | small |
Lifes / Deaths | Killed by Poltergeist Crooked Club at level 23 on the 47th Regrowth 123rd year of Ascendancy at 05:10 / 1 |
Primary Stats
Strength | 14 (base 13) |
Dexterity | 53 (base 33) |
Constitution | 27 (base 13) |
Magic | 14 (base 10) |
Willpower | 27 (base 11) |
Cunning | 59 (base 50) |
Resources
Life | -57/629 |
Mana | 197/317 |
Stamina | 93/238 |
Healing Factor | 1.3386945338483 |
Regeneration | 7.0281463027036 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 47.326787504553 |
See Invisible | 47.326787504553 |
Offense: Mainhand
Damage | 91 |
Accuracy | 57 |
Crit Chance | 28% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 14 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Cold | +11% |
Darkness | +13% |
Light | +13% |
Nature | +8% |
Blight | +3% |
Physical | +8% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Fire | +10% |
Defense: Base
Armour (hardiness) | 26 (48.594633868923%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 15 |
Mental Save | 31 |
Defense: Resistances
Acid | + 13%( 70%) |
Blight | + 5%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 28%( 70%) |
All | 0%( 70%) |
Darkness | + 13%( 70%) |
Light | + 20%( 70%) |
Temporal | + 7%( 70%) |
Physical | + 15%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cunning / Poisons | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost warrior from death by herald of oblivion. Escort: lost warrior (level 4 of Old Forest) | failed |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Minotaur. * 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 have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed ritch stinger. * You've found the needed vial of elder vampire blood. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed black mamba head. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Defense +2 (+0 eff.) Resists +5% arcane Phys.save +3 (+2 eff.) Disease- +20% Evasion: (Instant) Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 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 28% chance to evade melee and ranged attacks and 21 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 shot ammo [Rare] Master Power 42.0 - 50.4 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 18 Ranged+ +20 light +20 darkness On Crit.r2 +8 darkness On Hit: * 20% chance to reduce damage dealt by 19% On Crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Ego+] Arcane/Psionic While equipped: ----- def ----- Resists +6% cold +7% temporal Mind.save +5 (+2 eff.) Def/telep +12 Res/telep +11% Dur/telep +13% ---------- misc Light +4 See.Stealth +7 See.Invis +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Phys.pwr +5 (+3 eff.) Mind.pwr +4 (+2 eff.) ----- def ----- Armour +1 Defense +5 (+1 eff.) Fatigue +1% Resists +3% light ---------- misc Stam/turn +3.00 Max.stam +30.00 A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 blight Dmg.mod +3% blight Acc +11 (+3 eff.) ----- def ----- Armour +1 Resists +5% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +5 Dex +4 Wil dps ---------- Dmg.mod +6% fire Res.pen +10% fire ---------- misc Light +1 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 248 physical damage Puts all charms on 13 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% cold Acc +6 (+1 eff.) ----- def ----- Resists +22% cold Rings make your fingers look great! |
On fingers | ![]() 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 (+4 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. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 29 out of 22/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 208 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | ![]() 4.0 T3 sling 1H weapon [Rare] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +2 Mag +10 Con ---------- misc Infravis +3 Masteries +0.10 Wild-gift/Fungus Regenerate 100 life over 5 turns Puts all charms on 17 cooldown Slings are used to hurl stones or metal shots at your foes. |
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 off hand | ![]() 7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 46.5 - 55.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +141 Melee+ +14 acid +13 light +14 darkness While equipped: Stats +2 Mag +4 Cun +3 Con dps ---------- Dmg.mod +13% light +13% darkness On Melee Ret: * 10% chance to reduce armor by 18% ----- def ----- Armour +8 Fatigue +8% Resists +13% acid +17% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Phys.save +7 (+4 eff.) Mind.save +7 (+3 eff.) Die.at -50.00 life Max.HP +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 17 out of 15/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 20.51 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Inventory
![]() 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 instantly heal yourself for 98 then cleanse 1 wound, poison, and disease effect. 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 [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 211 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 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 152 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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 unleash a cone dealing 67.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 150.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to direct a cone of chilling stormwind doing 73.04 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 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 67 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 [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 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 48 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. 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 14 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 34 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 131 damage for 3 turns. Its effects scale with your Constitution stat. 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 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 1 up to 3 times. 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 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +11% nature +11% blight Poison- +24% Disease- +21% ---------- misc Masteries +0.11 Cunning/Trapping Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Con dps ---------- Crit.mult +12.00% Acc +6 (+1 eff.) Apr +11 ----- def ----- Resists +3% nature +6% mind Crit.chn- 5.00% Phys.save +16 (+8 eff.) Max.HP +33.00 HP.reg +2.00 ---------- misc Masteries +0.16 Cunning/Poisons Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Mov.spd +14% Res.pen +15% cold Acc +7 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Resists +9% mind ---------- misc Max.hate +6.00 Max.psi +20.00 Blinding Speed: Puts all charms on 33 cooldown Level 2.0 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +6 (+6 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane Power 19.0 - 28.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 light Against +13% Undead On Hit.r1 +10 fire Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 26.0 - 33.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 cold Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Master/Psionic Power 15.5 - 20.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +5% physical Acc +12 (+3 eff.) Apr +8 Sharp, short and deadly. |
![]() 5.0 T2 greatmaul 2H weapon Reqs Str 20 [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+10 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
![]() 5.0 T2 greatmaul 2H weapon Reqs Str 16 [Normal] Power 28.5 - 42.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane/Master Power 45.0 - 72.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +20 cold Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Random Unique] Nature/Master Power 35.0 - 56.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +12 fire On Crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +7 Str +10 Wil +10 Con dps ---------- Phys.crit +12.0% Phys.pwr +10 (+5 eff.) Dmg.mod +10% physical Res.pen +5% acid Acc +13 (+3 eff.) Melee Ret 6 acid 4 fire ----- def ----- Resists +3% fire Max.HP +14.00 Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Phys.crit +8.0% Res.pen +11% all Acc +24 (+6 eff.) Apr +11 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Arcane Power 30.0 - 42.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 temporal On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +11% acid Res.pen +11% acid ----- def ----- Resists +8% temporal Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon Reqs Str 16 [Normal] Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 43.5 - 60.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +11 cold On Hit.r1 +15 fire On Crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +10 (+5 eff.) Dmg.mod +3% mind Res.pen +20% light ---------- misc Light +3 Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +4% physical Res.pen +4% physical ----- def ----- Resists +3% physical ---------- 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 [Rare] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +4 nature On Crit.r2 +11 lightning +12 cold On Hit: * 10% chance to reduce damage dealt by 19% While equipped: dps ---------- Mov.spd +23% Dmg.mod +12% darkness Res.pen +10% lightning +15% cold +25% darkness On Hit (Ranged): * 10% chance to reduce armor by 18% Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 sling 1H weapon [Rare] Arcane Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +20 mind On Crit.r2 +8 darkness While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% temporal +8% physical Res.pen +6% temporal +20% mind +7% physical On Hit (Ranged): * 10% chance to reduce all saves and defense by 23 ----- def ----- Resists +5% arcane +9% darkness ---------- misc Reload +2 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon [Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 118% 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'. |
![]() 4.0 T1 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +6 lightning While equipped: Stats +1 Str dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +9% lightning Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon [Ego++] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +8% physical +7% all Acc +11 (+3 eff.) Apr +7 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T1 sling 1H weapon [Normal] Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane/Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +3% Spell.pwr +14 (+10 eff.) Dmg.mod +20% arcane Res.pen +10% arcane ----- def ----- HP.reg +0.60 Heal.mod +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +3% Spell.pwr +15 (+10 eff.) Melee+ 21 arcane Dmg.mod +20% fire ---------- misc Max.mana +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Nature/Master Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +12 nature While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +25% One-handed war axes. |
![]() 1.0 T1 belt armor [Ego] Disrupt While equipped: ----- def ----- Resists +6% acid +6% blight A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+3 eff.) ----- def ----- Resists +6% fire +5% cold Mind.save +5 (+2 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+3 eff.) Apr +1 ----- def ----- Defense +1 (+0 eff.) Resists +3% nature Die.at -60.00 life Max.HP +32.00 ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) Dmg.mod +3% light Acc +10 (+2 eff.) ----- def ----- Armour +8 Defense +1 (+0 eff.) Fatigue -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+2 eff.) ----- def ----- Resists +7% all Spell.save +15 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Arcane/Nature While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +4% Spell.pwr +4 (+4 eff.) Dmg.mod +13% lightning +11% temporal +10% arcane ----- def ----- Resists +19% lightning +11% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +6% blight +9% all Max.HP +40.00 HP.reg +2.00 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +5% blight +9% all Max.HP +45.00 HP.reg +1.60 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- Armour +3 Resists +3% fire Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.04 Infravis +2 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +4 Dex +4 Cun dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% arcane ----- def ----- Armour +2 Fatigue +3% Phys.save +10 (+5 eff.) Spell.save +12 (+8 eff.) ---------- misc Mana/s.crit +2.00 Hate/m.crit +2.00 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+4 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.pwr +8 (+7 eff.) Melee+ 6 arcane Dmg.mod +3% arcane ----- def ----- Armour +2 Resists +3% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+4 eff.) Melee+ 7 light Dmg.mod +3% light ----- def ----- Armour +2 Fatigue +3% Resists +6% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +1 Cun +5 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +1 Resists +18% acid Phys.save +10 (+5 eff.) Spell.save +4 (+4 eff.) Mind.save +3 (+1 eff.) Disarm- +22% ---------- misc See.Invis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 25 cooldown Level 4.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +7 (+6 eff.) ----- def ----- Defense +2 (+0 eff.) ---------- misc Mana/turn +1.30 Mana/ret +1.30 Max.mana +52.00 Manaflow: Puts all charms on 33 cooldown Level 1.0 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 7 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +7% arcane +12% light +12% darkness Spell.save +12 (+8 eff.) A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +12% blight +17% cold +10% darkness ---------- misc Light +1 A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% fire HP.reg +2.40 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego++] Nature/Disrupt While equipped: Stats +3 Wil ----- def ----- Armour +11 Fatigue +22% Resists +28% blight +14% darkness +10% nature D.Red.from +8% Unnatural ---------- misc Light +1 A suit of armour made of metal plates. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 21.0 - 29.4 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 10.5 - 12.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 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 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Mind.crit +2% Melee Ret 6 mind ----- def ----- Fatigue -4% Resists +3% blight +6% fire +5% arcane Heal.mod +5% ---------- misc Max.hate +2.00 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 +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 21 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 53.78 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 53.78 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. |
![]() 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 ----- Max.HP +42.00 ---------- 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] Arcane/Nature While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +6% fire Max.HP +40.00 ---------- 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] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 8 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 75.66 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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 T1 shot ammo [Rare] Nature Power 15.5 - 18.6 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 12 Proj.spd +200% Ranged+ +16 fire +8 darkness On Hit: * 10% chance to reduce damage dealt by 19% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 98 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Ego] Arcane/Master Power 23.0 - 27.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +7 Apr +2 Crit +4.5% Capacity 22 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. |
![]() 3.0 T1 shot ammo [Ego] Nature/Master Power 14.0 - 16.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +6 Apr +1 Crit +4.0% Capacity 13 Ranged+ +8 fire On Crit.r2 +5 fire Shots are used with slings to pummel your foes to death. |
![]() 3.0 T1 shot ammo [Normal] Power 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Cun +1 Wil dps ---------- Mind.pwr +5 (+3 eff.) Melee Ret 4 mind ---------- misc Psi/ret +0.12 Max.hate +6.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 108 physical damage Puts all charms on 13 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 21 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 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 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 COCKEYE the Halfling Skirmisher level 19
34th Haze 122nd year of Ascendancy at 21:01 see stats
By COCKEYE the Halfling Skirmisher level 15
72nd Dusk 122nd year of Ascendancy at 12:33 see stats
By COCKEYE the Halfling Skirmisher level 19
34th Haze 122nd year of Ascendancy at 19:59 see stats
By COCKEYE the Halfling Skirmisher level 10
22nd Dusk 122nd year of Ascendancy at 07:14 see stats
By COCKEYE the Halfling Skirmisher level 20
42nd Haze 122nd year of Ascendancy at 02:07 see stats
By COCKEYE the Halfling Skirmisher level 21
21st Regrowth 123rd year of Ascendancy at 04:27 see stats
By COCKEYE the Halfling Skirmisher level 9
3rd Mirth 122nd year of Ascendancy at 05:55 see stats
By COCKEYE the Halfling Skirmisher level 16
3rd Haze 122nd year of Ascendancy at 06:05 see stats
By COCKEYE the Halfling Skirmisher level 21
71st Haze 122nd year of Ascendancy at 09:16 see stats
By COCKEYE the Halfling Skirmisher level 21
21st Regrowth 123rd year of Ascendancy at 06:08 see stats
By COCKEYE the Halfling Skirmisher level 16
2nd Haze 122nd year of Ascendancy at 18:56 see stats
Log
Poltergeist Crooked Club fumbles and fails to use Attack, injuring himself!
The demonic soul releases a burst of fire around Poltergeist Crooked Club!
Fumble from COCKEYE hits Poltergeist Crooked Club for 69 physical damage.
Demonic Soul hits Poltergeist Crooked Club for 0 fire damage.
Demonic Soul hits Animated yew vilestaff of greater warding for 0 fire damage.
You are unable to move!
COCKEYE's spell attains critical power!
Poltergeist Crooked Club resists the effect 'pinned by a bone spike'!
Poltergeist Crooked Club resists being teleported by Bone Grab!
COCKEYE hits Poltergeist Crooked Club for 4 physical damage.
Animated yew vilestaff of greater warding stops bleeding.
Arcane Vortex from Animated yew vilestaff of greater warding hits COCKEYE for (12 flat reduction), 27 arcane (27 total damage).
Poltergeist Crooked Club uses Block.
You are unable to move!
COCKEYE uses Bash and Smash.
Shards of metal explode from Poltergeist Crooked Club's shield!
COCKEYE starts to bleed.
Poltergeist Crooked Club starts to bleed.
Poltergeist Crooked Club hits COCKEYE for (12 flat reduction), 20 physical (20 total damage).
COCKEYE hits Poltergeist Crooked Club for (22 blocked), 0 physical, (17 blocked), 0 acid, (17 blocked), 0 light, (19 blocked), 0 darkness, (7 blocked), 0 blight (0 total damage).
COCKEYE's Bash and Smash hits Poltergeist Crooked Club for (89 blocked), 0 physical, (20 blocked), 0 light, (20 blocked), 0 darkness (0 total damage).
COCKEYE is no longer evading attacks.
COCKEYE is no longer dominated.
Talent Block is ready to use.
Talent Hurricane Shot is ready to use.
Bleeding from Poltergeist Crooked Club hits COCKEYE for (12 flat reduction), 20 physical (20 total damage).
Animated yew vilestaff of greater warding hits Poltergeist Crooked Club for (100 blocked), 0 arcane (0 total damage).
COCKEYE the level 23 halfling skirmisher was struck to death by a Poltergeist Crooked Club on level 3 of Ruined halfling complex.