











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/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. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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 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:
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 | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 35 / 38% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 23 on the 54th Haze 122nd year of Ascendancy at 20:31 0 / 8Killed by elven blood mage at level 26 on the 79th Haze 122nd year of Ascendancy at 06:07 Killed by elven cultist at level 26 on the 79th Haze 122nd year of Ascendancy at 10:08 Killed by The Divine Writhing Mass at level 31 on the 74th Regrowth 123rd year of Ascendancy at 02:44 Killed by Grand Corruptor at level 32 on the 13rd Pyre 123rd year of Ascendancy at 18:37 Killed by luminous horror at level 33 on the 18th Pyre 123rd year of Ascendancy at 05:07 Killed by The Master at level 35 on the 22nd Pyre 123rd year of Ascendancy at 23:28 Killed by The Master at level 35 on the 23rd Pyre 123rd year of Ascendancy at 05:09 |
Primary Stats
Strength | 61 (base 51) |
Dexterity | 44 (base 32) |
Constitution | 31 (base 10) |
Magic | 71 (base 60) |
Willpower | 27 (base 12) |
Cunning | 28 (base 10) |
Resources
Life | -11/898 |
Paradox | 250 |
Healing Factor | 1.2858714593978 |
Regeneration | 19.480952609877 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 24.387888858214 |
See Invisible | 24.387888858214 |
Offense: Mainhand
Damage | 153 |
Accuracy | 63 |
Crit Chance | 12% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +15% |
Light | +13% |
Nature | +7% |
Physical | +27% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Physical | +15% |
All | +8% |
Defense: Base
Armour (hardiness) | 36 (38.594633868923%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 27 |
Mental Save | 35 |
Defense: Resistances
Physical | + 13%( 70%) |
Lightning | + 41%( 70%) |
Nature | + 23%( 70%) |
Acid | + 15%( 70%) |
Blight | + 25%( 70%) |
Arcane | + 16%( 70%) |
Fire | + 15%( 70%) |
All | + 12%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 45% |
Poison Resistance | 20% |
Disarm Resistance | 40% |
Teleport Resistance | 20% |
Silence Resistance | 39% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 338 damage for 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by poison gas trap. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You failed to protect the lost tinker from death by brown bear. Escort: lost tinker (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
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 successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 265. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed wretchling eyeball. * You've found the needed pouch of faeros ash. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed sandworm tooth. * You've found the needed vial of elder vampire blood. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed chunk of ghoul flesh. * You've found the needed storm wyrm claw. | 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 have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 | ![]() 2.0 T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +3 Con +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +7% physical ----- def ----- Armour +3 Silence- +29% Confus- +35% Stun/Frz- +28% Blindside: Puts all charms on 25 cooldown Level 1.0 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 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Quiver | ![]() 3.0 T4 arrow ammo [Unique] Arcane Power 142% Range: 1.4x Uses 60% Dex, 120% Mag Dmg Bright light Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% On Hit: * 25% chance to blind Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind +12% physical Res.pen +8% all Apr +9 ----- def ----- Defense +30 (+8 eff.) Resists +5% arcane +1% physical ---------- misc Stam/turn +1.00 Max.stam +30.00 Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +5% Resists +2% all Phys.save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature ----- def ----- Defense +10 (+3 eff.) Resists +12% nature +3% acid Disease- +20% Silence- +10% Pinning- +10% Teleport- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +76.00 HP.reg +9.00 Heal.mod +12% Stun/Frz- +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +3 Mag +5 Cun dps ---------- Melee+ 16 light Ranged+ 14 light Dmg.mod +13% light Acc +7 (+1 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Con dps ---------- Dmg.mod +9% physical Acc +5 (+1 eff.) ----- def ----- Defense +15 (+4 eff.) Fatigue -5% Resists +3% lightning Phys.save +3 (+1 eff.) ---------- misc Max.enc +22 A belt that goes around your waist. |
In main hand | ![]() 4.0 T2 longbow 2H weapon [Rare] Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +8 lightning On Hit.r1 +8 lightning While equipped: Stats +7 Str +2 Wil dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +15% lightning Melee Ret 2 darkness ----- def ----- Resists +12% lightning Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | ![]() 9.0 T4 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Wil +6 Cun +3 Con dps ---------- Phys.crit +5.0% Crit.mult +18.00% Phys.pwr +8 (+2 eff.) Dmg.mod +3% physical Acc +20 (+5 eff.) ----- def ----- Armour +13 Defense +12 (+3 eff.) Fatigue +8% Phys.save +9 (+4 eff.) Mind.save +17 (+7 eff.) HP.reg +5.90 ---------- misc Stam/turn +1.20 A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Cun dps ---------- Dmg.mod +3% physical Apr +2 Melee Ret 2 mind ----- def ----- Armour +2 Defense +21 (+5 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] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +2 Defense +10 (+3 eff.) Resists +18% lightning +3% fire +15% blight Poison- +20% Stun/Frz- +28% Amulets make your neck look great! |
Inventory
![]() 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 instantly heal yourself for 56 then cleanse 1 wound, poison, and disease effect. 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 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -478 life. The duration and life will increase by 1% for every 1% life you have lost (currently 962 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 746% 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 [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 690% 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 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 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 24% all resistance, you move 45% faster, and you are invisible (power 20). Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 75 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 41 up to 4 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 T3 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Wil +5 Con dps ---------- Spell.crit +2% Mind.pwr +8 (+4 eff.) Res.pen +10% blight ----- def ----- Resists +3% mind Mind.save +7 (+4 eff.) Confus- +10% ---------- misc Masteries +0.21 Chronomancy/Spacetime Folding Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +1 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +18% lightning Stun/Frz- +22% ---------- misc Mana/turn +0.10 Max.mana +26.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +14 Lck dps ---------- Crit.mult +13.00% Acc +15 (+3 eff.) Apr +14 ----- def ----- Defense +10 (+3 eff.) Unseen.red 11% Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.22 cold and 14.25 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag +2 Wil +6 Cun dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +12 (+4 eff.) Mind.pwr +8 (+4 eff.) Acc +12 (+3 eff.) Apr +10 On Melee Ret: * 30% chance to reduce strength, dexterity, and constitution by 22 * 29% chance to reduce damage dealt by 16% ----- def ----- Defense +13 (+3 eff.) Resists +3% acid Blind- +44% ---------- misc Infravis +5 See.Stealth +16 See.Invis +15 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! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +7 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +13% light ----- def ----- Resists +26% light Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +7 (+4 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Mind.save +6 (+3 eff.) Confus- +24% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +22 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +7 (+3 eff.) Dmg.mod +14% mind ----- def ----- Resists +14% mind Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +5 Wil ----- def ----- Mind.save +10 (+5 eff.) Silence- +26% ---------- misc Mana/turn +0.16 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Wil ----- def ----- Resists +18% acid +19% fire +16% lightning +15% cold Mind.save +8 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Max.HP +27.00 Disarm- +28% Pinning- +28% Knockbk- +29% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% mind ----- def ----- Defense +6 (+2 eff.) Resists +11% mind Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Crit.mult +5.00% Acc +15 (+3 eff.) Apr +3 ----- def ----- Phys.save +6 (+3 eff.) Die.at -40.00 life ---------- misc See.Invis +12 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 24 light Ranged+ 26 light Dmg.mod +12% light Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Phys.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% cold ----- def ----- Armour +4 Resists +24% cold Rings make your fingers look great! |
![]() 1.0 T4 dagger 1H weapon [Unique] Psionic Power 144% Range: 1.3x Uses 95% Mag, 55% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Nature/Psionic Power 134% Range: 1.3x Uses 50% Dex, 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +31 acid +17 nature On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +12% acid +10% nature Apr +9 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 110% Range: 1.3x Uses 50% Dex, 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Str +6 Dex +3 Mag +6 Wil +3 Cun +6 Con dps ---------- Dmg.mod +7% physical Acc +9 (+2 eff.) Sharp, short and deadly. |
![]() 4.0 T3 longbow 2H weapon [Ego+] Nature/Disrupt Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Crit.r2 +30 fire While equipped: dps ---------- All.spd +4% Res.pen +11% fire ----- def ----- Resists +11% acid +14% lightning +15% cold +18% fire +5% all Spell.save +9 (+4 eff.) Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 longbow 2H weapon [Ego++] Nature/Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +5 Str +6 Dex +5 Mag +6 Wil +6 Cun +6 Con dps ---------- Res.pen +8% all Acc +14 (+3 eff.) Apr +11 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon [Ego+] Nature/Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +5 Str +12 Wil +11 Con dps ---------- Phys.pwr +14 (+3 eff.) ----- def ----- Max.HP +66.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 longsword 1H weapon [Ego++] Nature/Master Power 111% Range: 1.4x Uses 150% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +9 Con +6 Wil dps ---------- Phys.pwr +6 (+1 eff.) Res.pen +6% physical ----- def ----- Max.HP +21.00 Disarm- +16% Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Rare] Master Power 110% Range: 1.4x Uses 150% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +9 (+2 eff.) Res.pen +8% physical Melee Ret 8 temporal ----- def ----- Resists +9% acid +20% nature Phys.save +3 (+1 eff.) Mind.save +3 (+2 eff.) Cut- +20% Disarm- +20% Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego++] Nature/Psionic Power 135% Range: 1.4x Uses 150% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit.r2 +16 lightning +17 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Mov.spd +29% Res.pen +10% lightning +10% cold Blunt and deadly. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 109% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Fire Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+8 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+6 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
![]() 4.0 T4 steamgun 1H weapon Reqs Steam Pool [Ego++] Master/Steamtech Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +800% Uses 2.0 Steam While equipped: Stats +2 Cun dps ---------- Phys.crit +9.0% Phys.spd +10% Acc +9 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 117% Range: 1.4x Uses 150% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Dex +9 Wil +2 Cun +5 Con ----- def ----- Resists +12% lightning One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +2 Con dps ---------- Phys.pwr +30 (+7 eff.) Mind.pwr +25 (+13 eff.) Res.pen +10% acid ----- def ----- Defense +10 (+3 eff.) Phys.save +7 (+3 eff.) ---------- misc Max.hate +8.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +8 Str dps ---------- Crit.mult +20.00% Dmg.mod +26% darkness Res.pen +33% darkness ----- def ----- Defense +2 (+1 eff.) Resists +19% darkness Phys.save +15 (+6 eff.) Stealth +17 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 +2 Str +4 Con dps ---------- Res.pen +10% physical +5% light +10% cold Apr +3 ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) Resists +12% darkness +11% temporal Spell.save +5 (+2 eff.) Def/telep +10 Res/telep +11% Dur/telep +12% ---------- misc Max.mana +43.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown 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 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +14% temporal +22% darkness +16% cold Def/telep +15 Res/telep +10% Dur/telep +15% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown 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 [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 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. |
![]() 2.0 T5 cloth armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+4 eff.) Dmg.mod +11% physical +22% darkness +29% mind Res.pen +16% darkness +15% physical ----- def ----- Resists +29% mind +15% all ---------- misc Max.hate +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +14% lightning ----- def ----- Resists +21% lightning +9% all ---------- misc Mana/turn +0.13 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Str +4 Dex dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +1 Resists +9% darkness Silence- +24% Confus- +21% Stun/Frz- +23% Def/telep +10 Res/telep +10% Dur/telep +10% A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +4 Cun +3 Dex ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +8% temporal Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 100% 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. 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 [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +15% light On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue -3% Resists +3% blight Phys.save +6 (+3 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. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +4 Fatigue +2% Resists +9% cold Crit.chn- 15.00% ---------- misc Infravis +4 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Ego] Arcane/Master While equipped: Stats +5 Lck +4 Dex dps ---------- Mov.spd +25% ----- def ----- Armour +5 Stealth +12 A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) Melee+ 4 arcane Dmg.mod +5% arcane +9% temporal Res.pen +10% temporal ----- def ----- Armour +2 Resists +5% arcane +15% lightning ---------- misc Mana/turn +0.08 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 [Rare] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Mind.pwr +25 (+13 eff.) Dmg.mod +6% arcane Melee Ret 4 lightning ----- def ----- Armour +2 Fatigue +3% Resists +6% blight ---------- misc Equi/ret +0.24 Hate/m.crit +2.00 Max.psi +20.00 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. |
![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+6 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +9 Wil +7 Con dps ---------- Mind.crit +5% Mind.pwr +15 (+8 eff.) Res.pen +15% mind ----- def ----- Armour +3 Fatigue +3% Resists +6% light A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +1 Mag ----- def ----- Armour +3 Fatigue +5% Resists +6% acid +9% cold ---------- misc Light +3 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +6% fire +15% light +13% darkness HP.reg +4.00 Poison- +20% Cut- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
![]() 2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +4 Fatigue +4% Resists +9% acid +9% fire +7% lightning +11% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% mind ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +3% mind +5% cold Die.at -20.00 life HP.reg +4.00 Heal.mod +5% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Psi/ret +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +1 (+0 eff.) Resists +28% lightning +3% light Crit.chn- 5.00% Teleport- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Con dps ---------- Crit.mult +5.00% Phys.pwr +5 (+1 eff.) Acc +5 (+1 eff.) Apr +2 ----- def ----- Defense +1 (+0 eff.) Phys.save +9 (+4 eff.) ---------- misc Equi/ret +0.80 Psi/ret +0.80 Hate/ret +0.80 A pointy cloth hat, very wizardly... |
![]() 9.0 T3 light armor [Rare] Master While equipped: Stats +7 Cun +4 Dex ----- def ----- Armour +11 Defense +16 (+4 eff.) Fatigue +8% Resists +6% darkness Spell.save +18 (+9 eff.) HP.reg +4.00 Silence- +20% Stun/Frz- +20% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Rare] Master While equipped: dps ---------- Spell.pwr +30 (+10 eff.) Dmg.mod +9% lightning ----- def ----- Armour +22 Defense +9 (+2 eff.) Fatigue +8% Resists +9% lightning +21% cold Die.at -80.00 life ---------- misc Stam/turn +3.00 A suit of armour made of leather. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Crit.mult +15.00% ----- def ----- Armour +13 Fatigue +22% Resists +13% acid +9% physical +16% light +13% lightning +10% fire +9% cold +9% mind +15% darkness Mind.save +17 (+7 eff.) Disarm- +28% Stun/Frz- +36% Knockbk- +29% ---------- misc Hate/m.crit +3.00 Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego++] Arcane/Master While equipped: Stats +7 Con ----- def ----- Armour +17 Fatigue +24% Resists +7% fire -14% light +8% darkness Phys.save +14 (+6 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) A suit of armour made of metal plates. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Rare] Nature Power 166% Range: 1.4x Uses 100% Mag, 70% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 22 Ranged+ +48 lightning +20 light On Hit.r1 +20 light +20 mind On Crit.r2 +41 lightning +20 light Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 arrow ammo [Rare] Master Power 102% Range: 1.4x Uses 100% Mag, 70% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +5 Crit +1.0% Capacity 16 Ranged+ +4 fire On Hit.r1 +20 fire On Crit.r2 +16 light +4 fire Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 arrow ammo [Ego] Arcane Power 113% Range: 1.4x Uses 70% Dex, 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 23 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 74 damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo [Ego+] Nature/Master Power 158% Range: 1.4x Uses 70% Dex, 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +17.0% Capacity 20 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 201 physical damage On Crit: * Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +5 Str +1 Con dps ---------- Res.pen +5% mind ----- def ----- Armour +2 Fatigue -5% Spell.save +3 (+1 eff.) Confus- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +4 Cun dps ---------- Phys.crit +3.0% Mind.crit +5% Dmg.mod +12% mind ----- def ----- Defense +30 (+8 eff.) Resists +7% darkness Affinity +15% darkness ---------- misc Infravis +6 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 (+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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Mag ----- def ----- Crit.chn- 15.00% Mind.save +6 (+3 eff.) ---------- misc Light +4 Infravis +1 See.Stealth +6 See.Invis +8 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 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.(80 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+1 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
![]() 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. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con 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 240/400 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 T2 shot ammo [Ego] Nature/Master Power 120% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 51 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 201 physical damage While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
![]() 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 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 15 cooldown 100% to reduce fatigue by 32% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +4 Str +2 Dex +4 Con dps ---------- Apr +3 ----- def ----- Armour +8 Defense +10 (+3 eff.) Resists +7% physical Fire a magical bolt dealing 255 cold damage Puts all charms on 15 cooldown 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 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light 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 Talbeci the Cornac Temporal Warden level 32
13rd Pyre 123rd year of Ascendancy at 21:03 see stats
By Talbeci the Cornac Temporal Warden level 16
74th Dusk 122nd year of Ascendancy at 19:42 see stats
By Talbeci the Cornac Temporal Warden level 28
36th Regrowth 123rd year of Ascendancy at 12:36 see stats
By Talbeci the Cornac Temporal Warden level 18
15th Haze 122nd year of Ascendancy at 11:28 see stats
By Talbeci the Cornac Temporal Warden level 28
36th Regrowth 123rd year of Ascendancy at 19:03 see stats
By Talbeci the Cornac Temporal Warden level 28
51st Regrowth 123rd year of Ascendancy at 15:54 see stats
By Talbeci the Cornac Temporal Warden level 23
54th Haze 122nd year of Ascendancy at 20:31 see stats
By Talbeci the Cornac Temporal Warden level 10
6th Mirth 122nd year of Ascendancy at 04:17 see stats
By Talbeci the Cornac Temporal Warden level 20
20th Haze 122nd year of Ascendancy at 00:35 see stats
By Talbeci the Cornac Temporal Warden level 30
70th Regrowth 123rd year of Ascendancy at 08:28 see stats
By Talbeci the Cornac Temporal Warden level 26
27th Regrowth 123rd year of Ascendancy at 01:57 see stats
By Talbeci the Cornac Temporal Warden level 27
35th Regrowth 123rd year of Ascendancy at 22:23 see stats
By Talbeci the Cornac Temporal Warden level 10
6th Mirth 122nd year of Ascendancy at 04:36 see stats
By Talbeci the Cornac Temporal Warden level 24
59th Haze 122nd year of Ascendancy at 18:40 see stats
By Talbeci the Cornac Temporal Warden level 18
17th Haze 122nd year of Ascendancy at 05:21 see stats
By Talbeci the Cornac Temporal Warden level 24
59th Haze 122nd year of Ascendancy at 07:48 see stats
By Talbeci the Cornac Temporal Warden level 25
74th Haze 122nd year of Ascendancy at 07:48 see stats
By Talbeci the Cornac Temporal Warden level 18
15th Haze 122nd year of Ascendancy at 15:48 see stats
By Talbeci the Cornac Temporal Warden level 5
78th Pyre 122nd year of Ascendancy at 00:01 see stats
Log
Talbeci's Shoot hits Lord of Skulls (warrior) for 130 light, 5 lightning, 10 light, 5 lightning, 8 temporal (159 total damage).
Talbeci's temporal clone hits Lord of Skulls (warrior) for 21 mind, 8 light, 6 temporal, 6 temporal (41 total damage).
Talbeci's temporal clone hits Ghoul for 228 physical, 7 light, 4 temporal, 52 physical, 7 light, 4 temporal (302 total damage).
Talbeci's temporal clone hits The Master for (8 absorbed), (1 absorbed), 1 physical (1 total damage).
Talbeci's temporal clone hits Something for 24 mind, 8 light, 8 physical, 6 temporal (47 total damage).
The Master casts Dire Plague.
Talbeci is afflicted by a dire plague!
The Master's desolate waste area effect hits Talbeci for 22 cold damage.
The Master resists the blinding light!
Talbeci's Shoot hits The Master for (198 absorbed), 0 light, (7 absorbed), 0 lightning, (13 absorbed), 0 light, (10 absorbed), 0 temporal (0 total damage).
Lord of Skulls (warrior) regains their energy.
Lord of Skulls (warrior) speeds up.
Acid Splash from Talbeci hits Lord of Skulls (warrior) for 17 acid damage.
Lord of Skulls (warrior) uses Shield Pummel.
Lord of Skulls (warrior) misses Talbeci.
Lord of Skulls (warrior) misses Talbeci.
Ghoul uses Ghoulish Leap.
Ghoul speeds up.
Acid Splash from Talbeci hits Ghoul for 22 acid damage.
The eerie night around The Master fades away.
Dire Plague from The Master hits Talbeci for 68 darkness damage.
Talbeci receives 49 healing from Temporal Restoration Field.
Talbeci uses Infusion: Regeneration.
Talbeci starts regenerating health quickly.
The Master casts Rigor Mortis.
Talbeci feels death coming!
The Master hits Talbeci for 240 cold, 240 darkness (479 total damage).
Talbeci the level 35 cornac temporal warden was shadowed to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.
Space restabilizes around you.