










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Doombringer |
Level / Exp | 32 / 89% |
Size | medium |
Lifes / Deaths | Killed by Ivawe the green worm mass at level 9 on the 2nd Mirth 122nd year of Ascendancy at 14:32 0 / 7Killed by green jelly at level 20 on the 58th Dusk 122nd year of Ascendancy at 04:13 Killed by Haaz the onilug at level 22 on the 60th Dusk 122nd year of Ascendancy at 17:04 Killed by Urmoras the onilug at level 22 on the 61st Dusk 122nd year of Ascendancy at 06:54 Killed by Islakira the multi-hued crystal at level 26 on the 70th Dusk 122nd year of Ascendancy at 00:21 Killed by Xeruldakira the skeleton warrior at level 30 on the 18th Haze 122nd year of Ascendancy at 14:02 Killed by Iseta the snow giant at level 32 on the 29th Regrowth 123rd year of Ascendancy at 23:39 |
Primary Stats
Strength | 75 (base 60) |
Dexterity | 10 (base 10) |
Constitution | 27 (base 12) |
Magic | 72 (base 60) |
Willpower | 12 (base 10) |
Cunning | 21 (base 16) |
Resources
Life | -10/1018 |
Stamina | 198/198 |
Vim | 14/364 |
Healing Factor | 1.1386945338483 |
Regeneration | 4.8394517688551 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 7 |
See Stealth | 64.970039208598 |
See Invisible | 66.970039208598 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 208 |
Accuracy | 48 |
Crit Chance | 35% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 64 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Blight | +6% |
Arcane | +9% |
Cold | +12% |
All | 0% |
Offense: Damage Penetration
Physical | +38% |
Arcane | +25% |
Nature | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 66.292304923968 (87.807182003187%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 4 |
Physical Save | 42 |
Spell Save | 38 |
Mental Save | 45 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 15%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 10%( 70%) |
All | + 7%( 70%) |
Darkness | + 16%( 70%) |
Temporal | + 16%( 70%) |
Mind | + 18%( 70%) |
Fire | + 29%( 70%) |
Lightning | + 27%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Disarm Resistance | 43% |
Confusion Resistance | 59% |
Knockback Resistance | 20% |
Stun Resistance | 82% |
Instadeath Resistance | 100% |
Blind Resistance | 36% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 378 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 98 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: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 204 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 649% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Fearfire | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Corruption / Torture | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Brutality | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You failed to protect the injured seer from death by cold drake. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Cyryldana the white crystal. Escort: lost defiler (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by rimebark. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed bloated horror heart. * You've found the needed chunk of ghoul flesh. | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +1 Mag +3 Con dps ---------- Spell.pwr +5 (+1 eff.) S.pwr/crit +2 Mov.spd +10% Res.pen +10% arcane ----- def ----- Armour +4 Fatigue -9% Phys.save +7 (+3 eff.) Spell.save +6 (+2 eff.) Max.HP +36.00 ---------- misc Max.enc +28 Stam/turn +0.50 Max.vim +40.00 Rush: Puts all charms on 22 cooldown Level 3.9 Pwr.cost 22 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Spell.crit +6% Crit.mult +10.00% Spell.pwr +29 (+7 eff.) Dmg.mod +3% arcane ----- def ----- Resists +8% blight +10% darkness +5% arcane Mind.save +9 (+3 eff.) Blind- +36% Confus- +23% ---------- misc Max.vim +20.00 Light +9 Infravis +5 See.Stealth +43 See.Invis +45 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 1.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 19 blight damage or heals 27 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Str +3 Mag dps ---------- Phys.crit +2.0% Acc +20 (+7 eff.) ----- def ----- Defense +1 (+1 eff.) Spell.save +7 (+3 eff.) ---------- misc Stam/turn +3.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% cold ----- def ----- Resists +6% acid +9% fire +5% arcane +3% mind Max.HP +80.00 ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +6% arcane Res.pen +15% arcane +15% nature Acc +8 (+3 eff.) Apr +9 On Hit (Melee): * 20% chance to slow global speed by 36% ----- def ----- Defense +8 (+3 eff.) HP.reg +2.00 Stun/Frz- +52% Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 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 132% 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 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +9% lightning ----- def ----- Resists +21% lightning Mind.save +7 (+2 eff.) HP.reg +2.00 Confus- +26% Stun/Frz- +30% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Acc +30 (+10 eff.) ----- def ----- Armour +4 Resists +6% acid +6% fire Max.HP +47.00 A belt that goes around your waist. |
In main hand | ![]() 3.0 T4 greatsword 2H weapon [Ego++] Master Power 51.5 - 82.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 334 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Con dps ---------- Phys.crit +9.0% Phys.pwr +19 (+4 eff.) Res.pen +13% physical ----- def ----- Disarm- +22% Massive two-handed swords. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +1 Defense +25 (+9 eff.) Fatigue +1% Resists +3% cold Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +21% Knockbk- +20% ---------- misc Stam/turn +1.00 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 | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +4 Str +2 Cun +4 Con dps ---------- Res.pen +25% physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +22 Defense +13 (+5 eff.) Fatigue +12% Mind.save +14 (+5 eff.) Max.HP +52.00 ---------- misc Stam/turn +2.00 A suit of armour made of mail. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Armour +10 Defense +27 (+9 eff.) Resists +9% temporal +9% mind +5% arcane Crit.chn- 15.00% Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% blight Melee Ret 10 blight ----- def ----- Armour +12 Resists +9% fire Phys.save +13 (+5 eff.) Spell.save +14 (+5 eff.) Mind.save +14 (+5 eff.) Pinning- +20% ---------- misc Max.vim +40.00 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 15 Travel.spd 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. 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 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 696% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 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 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. 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 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 695% for 10 turns (0 total) and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] 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 78 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 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 45 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 Cunning 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 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 127 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 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 15 up to 4 times. 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 50 up to 5 times. 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 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +1 Dex +4 Mag +3 Con ----- def ----- Resists +10% mind +10% lightning Confus- +39% Stun/Frz- +23% ---------- misc See.Invis +3 Masteries +0.25 Wild-gift/Harmony +0.25 Corruption/Brutality Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Disrupt While equipped: ----- def ----- Resists +11% blight +21% nature +6% light Blind- +10% Poison- +22% Disease- +22% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 31 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (164). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +3 Mag +5 Cun +5 Con dps ---------- S.pwr/crit +2 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Mana/turn +0.18 Max.mana +24.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% nature +3% darkness ----- def ----- Resists +3% fire +9% nature +3% darkness Mind.save +6 (+2 eff.) Confus- +23% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +2 Con dps ---------- Acc +8 (+3 eff.) Melee Ret 2 cold ----- def ----- Resists +9% nature +3% temporal Phys.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
![]() 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 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+4 eff.) Dmg.mod +5% all ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+1 eff.) Acc +8 (+3 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 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 132% 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! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +5 (+4 eff.) Dmg.mod +6% all ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Mov.spd +13% Acc +18 (+6 eff.) ----- def ----- Defense +6 (+2 eff.) Blinding Speed: Puts all charms on 34 cooldown Level 5.2 Pwr.cost 34 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 41% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Dex +8 Wil +7 Cun dps ---------- Mind.pwr +13 (+8 eff.) Acc +11 (+4 eff.) Apr +13 On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +14 (+5 eff.) Resists +3% nature +3% lightning Crit.chn- 15.00% Mind.save +9 (+3 eff.) Confus- +41% Stun/Frz- +30% Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 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 132% 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! |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Disrupt/Master Power 55.5 - 83.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 20 arcane resource burn On Crit: * Wound the target dealing 334 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +7 (+1 eff.) Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane/Master Power 36.0 - 46.8 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 177 damage over 5 turns and reducing armor and accuracy by 23 * Wound the target dealing 334 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +9 (+2 eff.) Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature/Master Power 26.5 - 34.5 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +5 Con +7 Wil dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Max.HP +26.00 Disarm- +25% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature/Master Power 29.0 - 37.7 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +17 nature While equipped: dps ---------- Res.pen +10% physical Acc +11 (+4 eff.) Apr +11 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Master/Psionic Power 29.5 - 38.4 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +12% physical Acc +13 (+4 eff.) Apr +9 Sharp, short and deadly. |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 50% Mag, 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Master Power 52.0 - 78.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +12 fire While equipped: Stats +2 Cun dps ---------- Dmg.mod +6% acid ----- def ----- Resists +27% acid ---------- misc Infravis +3 Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Arcane Power 29.5 - 44.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +16 light Against +19% Undead While equipped: Stats +4 Cun +6 Str dps ---------- Dmg.mod +15% darkness ----- def ----- Resists +6% nature +6% fire Cut- +20% Silence- +20% ---------- misc Light +2 Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Psionic Power 27.0 - 40.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 lightning +14 mind On Hit: * 28% chance to reduce all saves and defense by 11 While equipped: Stats +5 Cun +5 Wil dps ---------- Spell.crit +5% S.pwr/crit +10 Dmg.mod +12% arcane Res.pen +15% blight ----- def ----- Spell.save +15 (+5 eff.) ---------- misc Max.vim +30.00 Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Ego++] Nature/Master Power 29.0 - 43.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +7 Str +9 Dex +9 Mag +7 Wil +7 Cun +7 Con dps ---------- Res.pen +10% all Acc +7 (+2 eff.) Apr +10 Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 25.0 - 40.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 106 damage Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Master Power 35.0 - 56.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +10 (+4 eff.) Disarm- +31% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Master Power 46.0 - 73.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego++] Arcane/Master Power 47.0 - 75.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 106 cold damage (1/turn) On Crit: * Wound the target dealing 334 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +13 (+3 eff.) Dmg.mod +20% cold Res.pen +35% cold Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Master/Psionic Power 35.5 - 56.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 darkness Against +10% Living Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 16.5 - 26.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T4 mace 1H weapon [Random Unique] Nature/Master Power 36.0 - 50.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +9 nature On Crit.r2 +21 acid +34 nature While equipped: Stats +1 Dex dps ---------- Phys.spd +10% Dmg.mod +3% cold Res.pen +19% acid +5% nature Acc +14 (+5 eff.) Apr +9 Melee Ret 4 cold ----- def ----- Resists +12% lightning +3% light +6% blight Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego] Arcane/Psionic Power 16.0 - 22.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +9 mind +7 light Against +9% Undead On Hit: * 14% chance to reduce all saves and defense by 11 While equipped: Stats +2 Cun +1 Wil Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +20 fire While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+4 eff.) Dmg.mod +24% arcane Res.pen +25% fire Melee Ret 4 blight ----- def ----- Phys.save +5 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego++] Nature/Disrupt Power 5.5 - 6.1 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Against +9% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+4 eff.) Dmg.mod +4% nature Res.pen +4% nature ----- def ----- Resists +3% 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 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature Power 5.0 - 5.5 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str +4 Dex +4 Mag +5 Con dps ---------- Mind.crit +4% Mind.pwr +10 (+7 eff.) Dmg.mod +12% darkness ---------- misc Max.psi +30.00 Infravis +2 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +8 light While equipped: Stats +6 Cun dps ---------- Dmg.mod +18% light Res.pen +9% all +19% physical Acc +17 (+6 eff.) Apr +12 ----- def ----- Resists +6% light +5% arcane Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Cun dps ---------- Spell.crit +8% Spell.pwr +6 (+1 eff.) Dmg.mod +15% cold +6% arcane +9% mind Res.pen +15% arcane Melee Ret 10 arcane ----- def ----- Resists +5% arcane ---------- misc Equi/ret +0.16 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +12.00% Spell.pwr +6 (+1 eff.) Dmg.mod +15% light +15% cold ----- def ----- Defense +10 (+4 eff.) Resists +6% fire Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Die.at -40.00 life Heal.mod +20% Silence- +20% Stun/Frz- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego+] Nature Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +11 (+3 eff.) Dmg.mod +15% lightning ----- def ----- HP.reg +0.70 Heal.mod +12% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +2% Spell.pwr +21 (+5 eff.) Melee+ 17 arcane Dmg.mod +15% blight ---------- misc Mana/turn +0.17 Max.mana +42.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) S.pwr/crit +4 Dmg.mod +15% light ----- def ----- Armour +5 Defense +5 (+2 eff.) ---------- misc Wards +2 light Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 14.5 - 20.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +12 lightning On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% On Hit (Melee): * 10% chance to reduce armor by 40% ----- def ----- Resists +9% blight +3% fire Crit.chn- 5.00% Disease- +20% Confus- +20% Teleport- +10% One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 21.0 - 29.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +4 darkness On Crit.r2 +4 darkness While equipped: Stats +3 Wil dps ---------- Crit.mult +20.00% ----- def ----- Spell.save +12 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.04 One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +5 (+1 eff.) ----- def ----- Resists +6% lightning +5% temporal +9% fire Spell.save +3 (+1 eff.) Die.at -20.00 life ---------- misc Max.stam +20.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +7 (+3 eff.) Resists +12% nature Phys.save +7 (+3 eff.) Die.at -60.00 life Max.HP +20.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +3 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 +1 Str +1 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +9% physical Acc +5 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) Die.at -80.00 life 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] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) Resists +9% light +3% temporal 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: dps ---------- Dmg.mod +9% fire Res.pen +10% acid Melee Ret 2 fire ----- def ----- Defense +1 (+1 eff.) Resists +6% blight +3% darkness 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 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Dex +2 Con dps ---------- Phys.crit +3.0% ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Stam/turn +1.00 Max.vim +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+6 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 20.80 to 26.00 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Psionic While equipped: ----- def ----- Resists +11% darkness +11% mind +7% all Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +22 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +2 Cun dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Dmg.mod +12% temporal +9% light +9% darkness ----- def ----- Resists +9% all +12% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +3% blight +6% arcane Res.pen +5% blight On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +2% 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] Master While equipped: Stats +2 Wil ----- def ----- Armour +3 Fatigue +2% Resists +6% mind Crit.chn- 15.00% ---------- misc Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Wil +2 Con dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) Melee Ret 2 physical ----- def ----- Armour +3 Defense +10 (+4 eff.) Fatigue -3% Resists +3% fire Phys.save +6 (+2 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +5 Cun +3 Wil dps ---------- Phys.crit +2.0% Phys.pwr +10 (+2 eff.) Melee Ret 2 mind ----- def ----- Armour +1 Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+2 eff.) ---------- misc Hate/m.crit +3.00 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Dex +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 6 lightning Dmg.mod +4% lightning Melee Ret 6 nature ----- def ----- Armour +1 Resists +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego+] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Acc +6 (+2 eff.) Apr +8 ----- def ----- Armour +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% lightning Melee Ret 2 lightning ----- def ----- Armour +4 Fatigue +5% Resists +6% blight +3% nature Mind.save +6 (+2 eff.) ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +6% cold ----- def ----- Armour +1 Fatigue +1% Resists +3% light +1% physical Phys.save +12 (+4 eff.) HP.reg +2.00 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +1 Con dps ---------- Crit.mult +20.00% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +18% acid +16% fire Max.HP +27.00 HP.reg +2.00 Heal.mod +12% A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +16% lightning A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 8 acid 15 fire Melee Ret 10 acid 12 fire ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +18% acid +10% fire +16% lightning A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T4 light armor [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +16.00% Phys.pwr +8 (+2 eff.) ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Mind.save +16 (+5 eff.) A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+1 eff.) ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% HP.reg +6.20 ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +9 Fatigue +22% Resists +6% acid +7% physical +7% cold +7% lightning +7% fire Mind.save +12 (+4 eff.) Disarm- +24% Stun/Frz- +23% Knockbk- +22% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Master While equipped: Stats +1 Wil dps ---------- Spell.pwr +30 (+7 eff.) ----- def ----- Armour +14 Fatigue +22% Resists +17% lightning +18% fire Spell.save +3 (+1 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 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 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind ---------- 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 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 122% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Puts all charms on 10 cooldown 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 Kirias the Cornac Doombringer level 31
26th Haze 122nd year of Ascendancy at 05:50 see stats
By Kirias the Cornac Doombringer level 30
11st Haze 122nd year of Ascendancy at 06:51 see stats
By Kirias the Cornac Doombringer level 25
66th Dusk 122nd year of Ascendancy at 18:31 see stats
By Kirias the Cornac Doombringer level 23
61st Dusk 122nd year of Ascendancy at 20:12 see stats
By Kirias the Cornac Doombringer level 6
77th Pyre 122nd year of Ascendancy at 00:46 see stats
By Kirias the Cornac Doombringer level 10
4th Mirth 122nd year of Ascendancy at 11:32 see stats
By Kirias the Cornac Doombringer level 20
57th Dusk 122nd year of Ascendancy at 08:06 see stats
By Kirias the Cornac Doombringer level 30
11st Haze 122nd year of Ascendancy at 06:30 see stats
By Kirias the Cornac Doombringer level 24
62nd Dusk 122nd year of Ascendancy at 04:06 see stats
By Kirias the Cornac Doombringer level 32
63rd Haze 122nd year of Ascendancy at 14:50 see stats
By Kirias the Cornac Doombringer level 21
59th Dusk 122nd year of Ascendancy at 13:27 see stats
By Kirias the Cornac Doombringer level 10
6th Mirth 122nd year of Ascendancy at 05:24 see stats
By Kirias the Cornac Doombringer level 32
69th Haze 122nd year of Ascendancy at 21:08 see stats
By Kirias the Cornac Doombringer level 16
25th Dusk 122nd year of Ascendancy at 02:43 see stats
By Kirias the Cornac Doombringer level 32
69th Haze 122nd year of Ascendancy at 13:56 see stats
By Kirias the Cornac Doombringer level 24
66th Dusk 122nd year of Ascendancy at 15:29 see stats
By Kirias the Cornac Doombringer level 16
17th Dusk 122nd year of Ascendancy at 17:16 see stats
Log
Talent Abduction is ready to use.
Deep Wound from Iseta the snow giant hits Kirias for (5 abyssal shield), 23 physical (23 total damage).
Iseta the snow giant shoots!
Iseta the snow giant's Shoot performs a ranged critical strike against Kirias!
Iseta the snow giant's Shoot hits Kirias for (5 abyssal shield), 75 physical (75 total damage).
Deep Wound from Iseta the snow giant hits Kirias for (5 abyssal shield), 23 physical (23 total damage).
Iseta the snow giant uses Noggin Knocker.
Iseta the snow giant's Noggin Knocker performs a ranged critical strike against Kirias!
Kirias resists the stunning shot!
Iseta the snow giant's Noggin Knocker performs a ranged critical strike against Kirias!
Kirias is stunned!
Kirias wanders around!
Iseta the snow giant's Noggin Knocker hits Kirias for (5 abyssal shield), 77 physical (77 total damage).
Iseta the snow giant's Noggin Knocker hits Kirias for (5 abyssal shield), 83 physical (83 total damage).
Iseta the snow giant's Noggin Knocker hits Kirias for (5 abyssal shield), 43 physical (43 total damage).
Deep Wound from Iseta the snow giant hits Kirias for (5 abyssal shield), 23 physical (23 total damage).
Kirias uses Infusion: Movement.
Kirias is moving at extreme speed!
Talent Detonating Charge is ready to use.
Talent Fiery Torment is ready to use.
Talent Fiery Aegis is ready to use.
Deep Wound from Iseta the snow giant hits Kirias for (5 abyssal shield), 23 physical (23 total damage).
Kirias is not stunned anymore.
Kirias slows down.
Deep Wound from Iseta the snow giant hits Kirias for (5 abyssal shield), 23 physical (23 total damage).
Kirias the level 32 cornac doombringer was maimed to death by Iseta the snow giant on level 2 of Tempest Peak.