








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! 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. 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 | Insane Roguelike |
Sex | Male |
Race | Yeek |
Class | Corruptor |
Level / Exp | 24 / 18% |
Size | small |
Lifes / Deaths | Killed by Resolve at level 24 on the 10th Haze 122nd year of Ascendancy at 12:41 / 2Killed by Resolve at level 24 on the 10th Haze 122nd year of Ascendancy at 13:46 |
Primary Stats
Strength | 9 (base 10) |
Dexterity | 8 (base 10) |
Constitution | 15 (base 12) |
Magic | 77 (base 54) |
Willpower | 71 (base 45) |
Cunning | 16 (base 10) |
Resources
Life | -58/590 |
Vim | 169/219 |
Healing Factor | 1.0460311219418 |
Regeneration | 0.26150778048544 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 4 |
Offense: Mainhand
Damage | 29 |
Accuracy | 20 |
Crit Chance | 5% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Nature | +15% |
Acid | +15% |
Light | +6% |
Cold | +9% |
Blight | +39% |
Arcane | +5% |
Mind | +21% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Light | +15% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 34 (65.65183292883%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 0 |
Physical Save | 18 |
Spell Save | 40 |
Mental Save | 30 |
Defense: Resistances
Lightning | + 22%( 70%) |
Light | + 17%( 70%) |
Nature | + 40%( 70%) |
Blight | + 24%( 70%) |
Darkness | + 17%( 70%) |
Acid | + 24%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Bleed Resistance | 20% |
Confusion Resistance | 55% |
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 194 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 97 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical and mental effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 201 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Corruption / Blood | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Corruption / Vim | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Corruption / Sanguisuge | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Curses | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 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 lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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 |
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 |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Arcane While equipped: Stats +3 Mag +7 Wil +2 Cun dps ---------- Dmg.mod +6% mind ----- def ----- Armour +3 Defense +15 (+7 eff.) ---------- misc Max.stam +30.00 Blink to a nearby random location (rad 10) Puts all charms on 25 cooldown A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +3% light +9% cold Res.pen +10% arcane ----- def ----- Resists +3% light Max.HP +43.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +5 Mag +8 Wil dps ---------- Spell.crit +3% Crit.mult +10.00% Dmg.mod +8% blight +5% arcane Res.pen +10% acid Melee Ret 8 acid ----- def ----- Armour +3 Fatigue +3% Resists +12% acid A cap made of leather. |
Tool | ![]() 2.0 T1 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 9, power 75 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+4 eff.) Apr +9 ----- def ----- Defense +9 (+4 eff.) ---------- misc Light +4 Infravis +4 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) S.pwr/crit +8 Dmg.mod +11% blight +3% light Melee Ret 2 arcane 2 cold ----- def ----- Resists +11% blight ---------- misc Mana/turn +0.04 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Acc +10 (+5 eff.) Apr +3 ----- def ----- Armour +6 Die.at -40.00 life Max.HP +32.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Ego+] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +1 Wil dps ---------- Spell.crit +10% Crit.mult +13.00% Spell.pwr +13 (+4 eff.) Dmg.mod +20% blight ---------- misc Max.mana +17.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+5 eff.) ----- def ----- Armour +7 Fatigue +3% Mind.save +5 (+2 eff.) Max.HP +54.00 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. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+6 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +15% light Melee Ret 2 lightning On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Defense +1 (+0 eff.) Resists +9% lightning Max.HP +32.00 ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Melee Ret 4 lightning ----- def ----- Resists +3% darkness Max.HP +60.00 Cut- +20% Stun/Frz- +10% Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 613% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 2 physical, 3 light, 4 blight, 5 mind, 4 arcane 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 114 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Disrupt While equipped: Stats +1 Cun +4 Dex dps ---------- Mind.crit +1% ----- def ----- Resists +12% nature +11% blight Crit.chn- 15.00% Poison- +21% Disease- +22% ---------- misc Psi/ret +0.04 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Phys.crit +1.0% Phys.pwr +15 (+10 eff.) Acc +15 (+8 eff.) Apr +2 ----- def ----- Resists +18% light Phys.save +6 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Dex +2 Mag +6 Cun +5 Con dps ---------- S.pwr/crit +2 Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.40 Mana/turn +0.16 Max.mana +32.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +7 Cun dps ---------- Dmg.mod +12% cold ----- def ----- Resists +15% lightning +24% cold Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+5 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Disrupt Power 31.0 - 46.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 14 arcane resource burn Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+10 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Nature Power 16.0 - 20.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +9 nature On Hit: * 20 arcane resource burn While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Resists +12% nature +5% arcane Spell.save +3 (+1 eff.) Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 14.5 - 18.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +7 (+2 eff.) Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 15.0 - 19.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+8 eff.) Res.pen +8% physical ----- def ----- Disarm- +10% Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Disrupt Power 43.5 - 65.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 17 arcane resource burn Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Nature Power 37.0 - 59.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +12 lightning +31 cold On Hit: * 20% chance to reduce armor by 38% While equipped: dps ---------- Mov.spd +43% Res.pen +7% lightning +16% cold +15% darkness +20% acid On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Resists +3% fire Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Master Power 39.0 - 62.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +12 (+6 eff.) Disarm- +34% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane/Master Power 44.5 - 71.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +19 cold Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane Power 35.0 - 56.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 temporal On Hit.r1 +10 fire While equipped: ----- def ----- Resists +17% temporal Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Psionic Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +9 darkness Against +16% Living Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon Reqs Str 16 [Ego+] Nature/Master Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Res.pen +5% physical Acc +11 (+6 eff.) Apr +7 Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Psionic Power 27.0 - 37.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +12 darkness Against +9% Living While equipped: Stats +3 Str dps ---------- Res.pen +15% physical ----- def ----- Defense +5 (+2 eff.) Resists +6% acid +9% darkness HP.reg +4.00 Poison- +20% Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature Power 9.0 - 9.9 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: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +4% nature Res.pen +5% nature ----- def ----- Resists +4% nature ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature Power 7.0 - 7.7 Mind 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% Melee+ +8 darkness +12 nature On Hit: * 20% chance to slow global speed by 54% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +9% darkness Melee Ret 4 nature On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +12% darkness Max.HP +28.00 HP.reg +0.80 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +5 Con +7 Wil ----- def ----- Max.HP +35.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 [Ego+] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +5% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +9% lightning +15% cold +21% fire Res.pen +20% fire ----- def ----- Resists +24% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego+] 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 +4 Con dps ---------- Spell.crit +3% Spell.pwr +14 (+4 eff.) Dmg.mod +20% arcane ----- def ----- Defense +7 (+3 eff.) HP.reg +0.70 Heal.mod +16% ---------- misc Light +2 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 89.18 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 T3 staff 2H weapon [Ego+] 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 +4 Con dps ---------- Spell.crit +3% Spell.pwr +14 (+4 eff.) Dmg.mod +20% darkness ----- def ----- HP.reg +0.70 Heal.mod +13% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 1H weapon [Ego++] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +4 Wil dps ---------- Phys.crit +6.0% Spell.crit +6% Phys.pwr +8 (+7 eff.) Spell.pwr +19 (+5 eff.) Dmg.mod +20% lightning Acc +7 (+4 eff.) ---------- misc Max.mana +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 1H weapon [Ego+] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +5% Phys.pwr +6 (+6 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +20% acid Acc +7 (+4 eff.) ----- def ----- Defense +5 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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 7 that illuminates the area and deals 120.09 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 T3 staff 2H weapon [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 ---------- Spell.crit +8% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness ---------- misc Mana/turn +0.12 Max.mana +37.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego+] Psionic/Steamtech Power 24.0 - 36.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +54 On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego+] Nature/Psionic/Steamtech Power 23.5 - 35.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Melee+ +7 darkness Against +7% Living Uses 1.0 Steam While equipped: Stats +7 Con +5 Wil ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Max.HP +40.00 ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 waraxe 1H weapon Reqs Str 16 [Random Unique] Nature/Master/Psionic Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +8 arcane +12 mind On Crit.r2 +11 acid +7 nature On Hit: * 20% chance to reduce all saves and defense by 27 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Phys.crit +7.0% Crit.mult +10.00% Res.pen +9% acid +10% nature Apr +14 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +10 (+5 eff.) Apr +6 One-handed war axes. |
![]() 1.0 T3 belt armor [Normal] A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +23 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Dex +4 Wil +2 Cun +3 Con ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 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 T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex +5 Con dps ---------- Dmg.mod +6% physical Res.pen +5% fire ----- def ----- Defense +1 (+0 eff.) Phys.save +9 (+5 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +9% blight +11% all Max.HP +54.00 HP.reg +1.80 Heal.mod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% ----- def ----- Resists +9% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Dmg.mod +10% mind ----- def ----- Resists +10% mind +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +20 (+6 eff.) Res.pen +7% physical ----- def ----- Armour +4 Fatigue +3% Resists +6% lightning +18% fire ---------- misc Equi/ret +0.24 Max.hate +4.00 Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.pwr +20 (+6 eff.) On Hit (Melee): * 20 arcane resource burn * 20% chance to slow global speed by 54% ----- def ----- Armour +4 Fatigue -4% Resists +9% blight +6% fire +5% arcane Phys.save +8 (+5 eff.) ---------- misc Max.enc +25 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +7 Fatigue +3% ---------- misc Stam/turn +0.40 Max.stam +19.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.04 Hate/m.crit +1.00 Max.psi +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.60 Max.stam +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 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. |
![]() 1.0 T4 hands armor [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Melee+ 7 mind Dmg.mod +4% mind Acc +10 (+5 eff.) ----- def ----- Armour +3 Resists +6% mind 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+] Disrupt/Psionic While equipped: dps ---------- Phys.pwr +6 (+6 eff.) Acc +13 (+7 eff.) Apr +5 ----- def ----- Armour +2 Fatigue +3% Resists +6% blight Phys.save +6 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +6 (+3 eff.) Disarm- +29% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Cun dps ---------- Acc +9 (+5 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+3 eff.) Fatigue +3% Resists +9% nature +3% mind HP.reg +4.00 Disease- +10% Silence- +20% A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.crit +2.0% Phys.pwr +35 (+20 eff.) Dmg.mod +12% mind ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +3% Resists +6% mind +6% darkness A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +7% fire +6% nature +15% cold Mind.save +18 (+9 eff.) Disarm- +10% A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +3 Mag dps ---------- Dmg.mod +6% cold Res.pen +10% cold ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +3 A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +7% cold A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun +1 Dex dps ---------- Phys.crit +1.0% Dmg.mod +11% fire ----- def ----- Defense +21 (+9 eff.) Resists +6% darkness +19% fire ---------- misc Stam/turn +1.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +6 Wil dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +2 (+1 eff.) Resists +18% lightning Phys.save +8 (+5 eff.) A pointy cloth hat, very wizardly... |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +28.00 HP.reg +2.00 Heal.mod +12% A suit of armour made of mail. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +6 (+6 eff.) ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +12% light +12% darkness A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego++] Nature/Psionic While equipped: Stats +5 Cun +3 Wil ----- def ----- Armour +11 Fatigue +22% Mind.save +13 (+6 eff.) Max.HP +35.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Master/Psionic While equipped: ----- def ----- Armour +19 Fatigue +22% Resists +7% mind Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
![]() 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 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag +3 Wil dps ---------- Spell.crit +5% S.pwr/crit +8 ---------- misc Mana/s.crit +1.00 Vim/s.crit +1.00 Max.mana +25.00 Max.vim +30.00 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 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% arcane ----- def ----- Resists +5% arcane Max.HP +41.00 ---------- misc Light +6 Infravis +2 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 [Rare] Psionic While equipped: Stats +2 Dex +4 Wil dps ---------- Phys.crit +1.0% Dmg.mod +6% mind Res.pen +20% darkness ----- def ----- Resists +6% lightning +9% darkness ---------- 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 [Rare] Psionic While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.crit +5% Mind.pwr +4 (+1 eff.) Dmg.mod +6% acid ----- def ----- Armour +2 Resists +3% blight +6% acid Mind.save +4 (+2 eff.) ---------- 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. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Phys.crit +6.0% Phys.pwr +15 (+10 eff.) Dmg.mod +7% mind +9% nature Melee Ret 6 darkness ----- def ----- Armour +14 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+5 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 10 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. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 77/400 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 T3 shot ammo Reqs Dex 24 [Rare] Psionic Power 31.0 - 37.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Ranged+ +17 physical +8 light On Hit.r1 +12 light +20 mind On Crit.r2 +8 cold On Hit: * 20% chance to reduce all saves and defense by 27 * 20% chance to knock the target back 3 spaces and deal 170 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Normal] Power 28.0 - 33.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Dex +4 Con dps ---------- Crit.mult +10.00% Dmg.mod +21% cold Res.pen +20% darkness Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 220 physical damage Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 121 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 23 and armour hardiness by 30% Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 133 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% darkness +18% cold Melee Ret 4 darkness 4 cold ----- def ----- Resists +3% darkness Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Resolve the Yeek Corruptor level 9
7th Mirth 122nd year of Ascendancy at 19:04 see stats
By Resolve the Yeek Corruptor level 10
1st Flare 122nd year of Ascendancy at 21:10 see stats
By Resolve the Yeek Corruptor level 20
43rd Dusk 122nd year of Ascendancy at 20:24 see stats
By Resolve the Yeek Corruptor level 10
1st Flare 122nd year of Ascendancy at 21:10 see stats
By Resolve the Yeek Corruptor level 12
20th Dusk 122nd year of Ascendancy at 15:58 see stats
By Resolve the Yeek Corruptor level 18
35th Dusk 122nd year of Ascendancy at 14:17 see stats
By Resolve the Yeek Corruptor level 24
10th Haze 122nd year of Ascendancy at 12:41 see stats
Log
Digging starts...
Talent Infusion: Healing is ready to use.
Talent Infusion: Wild is ready to use.
Dug for 9 turns (stop reason: suffocating).
You have been interrupted!
Talent Infusion: Healing is ready to use.
Talent Bone Shield is ready to use.
Resolve activates Bone Shield.
Resolve starts suffocating to death!
Resolve is suffocating.
Bone Shield hits Resolve for (118 to bones) damage.
Bone Shield hits Resolve for (148 to bones) damage.
Bone Shield hits Resolve for (177 to bones) damage.
Resolve uses Infusion: Healing.
Resolve receives 203 healing from Infusion: Healing.
Resolve uses Infusion: Wild.
Resolve lessens the pain.
Bone Shield hits Resolve for (266 to bones) damage.
Resolve uses Infusion: Healing.
Resolve receives 210 healing from Infusion: Healing.
Resolve feels pain again.
Resolve the level 24 yeek corruptor suffocated to death on level 1 of Sandworm lair.
Space restabilizes around you.