











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! 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 | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 30 / 48% |
Size | medium |
Lifes / Deaths | Killed by Xanelrawyn the Blightborn at level 22 on the 32nd Pyre 123rd year of Ascendancy at 04:34 0 / 7Killed by Siledheba the Guardian at level 24 on the 1st Mirth 123rd year of Ascendancy at 23:39 Killed by elven cultist at level 25 on the 57th Dusk 123rd year of Ascendancy at 01:12 Killed by Celia at level 25 on the 53rd Haze 123rd year of Ascendancy at 13:02 Killed by luminous horror at level 26 on the 3rd Decay 123rd year of Ascendancy at 11:23 Killed by worm that walks at level 27 on the 5th Decay 123rd year of Ascendancy at 05:47 Killed by The Master at level 30 on the 10th Allure 124th year of Ascendancy at 10:49 |
Primary Stats
Strength | 18 (base 11) |
Dexterity | 95 (base 54) |
Constitution | 21 (base 13) |
Magic | 30 (base 16) |
Willpower | 18 (base 10) |
Cunning | 80 (base 58) |
Resources
Life | -68/696 |
Stamina | 98/223 |
Healing Factor | 1.1948044672221 |
Regeneration | 10.454539088193 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +9.9999999999999% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 8 |
See Stealth | 75.20776149494 |
See Invisible | 73.20776149494 |
Offense: Mainhand
Damage | 12 |
Accuracy | 67 |
Crit Chance | 38% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | 15 |
Accuracy | 44 |
Crit Chance | 41% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 28 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Blight | +9% |
Arcane | +9% |
All | 0% |
Offense: Damage Penetration
Blight | +25% |
Lightning | +10% |
Cold | +25% |
Darkness | +5% |
Defense: Base
Armour (hardiness) | 9 (63.914983985962%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 19 |
Mental Save | 41 |
Defense: Resistances
Acid | + 3%( 70%) |
Blight | + 6%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 2%( 70%) |
All | 0%( 70%) |
Darkness | + 6%( 70%) |
Light | + 6%( 70%) |
Physical | + 3%( 70%) |
Lightning | + 2%( 70%) |
Fire | + 20%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Stun Resistance | 50% |
Poison Resistance | 12% |
Disarm Resistance | 0% |
Inscriptions (3/3)
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) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 476 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 705% 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 Dexterity stat. |
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) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 489 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 2.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Cunning / Lethality | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
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 failed to protect the injured seer from death by Rott. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by dredge. Escort: lone alchemist (level 1 of Dreadfell) | 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 Dexterity by +5. | done |
You abandoned lost defiler, to death. Escort: lost defiler (level 7 of Dreadfell) | failed |
You failed to protect the lost warrior from death by bloated horror. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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: 71. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' 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 vial of squid ink. * You've found the needed xorn fragment. * You've found the needed orc heart. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bear paw. * You've found the needed vampire lord fang. | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 [Rare] Master While equipped: Stats +5 Dex +4 Wil +11 Lck dps ---------- Res.pen +25% cold Melee Ret 6 cold ----- def ----- Armour +3 Stealth +10 ---------- misc Vim/s.crit +2.00 Max.mana +100.00 A pair of boots made of leather. |
Light source | ![]() 1.0 T1 lite [Ego+] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Spell.pwr +6 (+3 eff.) ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +5 See.Stealth +7 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +6 Cun +2 Mag dps ---------- Res.pen +10% lightning +5% darkness ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Wil +2 Cun dps ---------- Melee+ 4 acid 8 fire 6 cold 5 lightning ----- def ----- Armour +2 Resists +6% light +6% darkness ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 43.23 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +3 Str +4 Mag -4 Wil dps ---------- On Hit (Melee): * 20% chance to reduce armor by 26% ---------- misc Infravis +1 Heal yourself and all friendly characters within 10 spaces for 302 Puts all charms on 15 cooldown 100% to reduce fatigue by 23% for 2 turns. 100% to gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Stun/Frz- +20% ---------- misc Max.enc +21 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% nature +6% blight Poison- +12% Disease- +12% Stun/Frz- +30% Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +12 Dex +5 Cun +8 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.70 Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 waraxe 1H weapon [Rare] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 47 damage While equipped: Stats +1 Cun +5 Wil dps ---------- Res.pen +5% blight On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Crit.chn- 10.00% One-handed war axes. |
Around waist | ![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +6 Lck ----- def ----- Stealth +7 ---------- misc T.Disarm +8 Infravis +3 A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +7.0% Atk.spd 100% On Hit: * 5% chance to slow global speed by 49% * 7% chance to reduce armor by 26% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 2 lightning 4 physical 3 cold 3 acid 3 fire Dmg.mod +6% arcane Res.pen +20% blight ----- def ----- Resists +2% lightning +3% physical +2% cold +3% fire +5% arcane +3% acid Max.HP +18.00 HP.reg +0.70 ---------- misc Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown 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. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +1 Cun +3 Dex dps ---------- Acc +22 (+5 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Max.HP +64.00 ---------- misc Max.stam +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex dps ---------- Dmg.mod +3% arcane +9% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 16 ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue +7% Resists +5% arcane +17% fire Phys.save +9 (+5 eff.) Max.HP +35.00 HP.reg +3.80 Heal.mod +10% A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 296 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 37% for 3 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. |
![]() 0.1 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 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 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 30%, your defense is increased by 30 and all your resistances by 30%. 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 [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 241 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +12% lightning Stun/Frz- +21% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +8 Lck dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Unseen.red 12% ---------- misc Masteries +0.22 Cunning/Poisons Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +1 Wil dps ---------- Spell.crit +3% Spell.pwr +10 (+5 eff.) Dmg.mod +12% temporal Res.pen +15% blight ----- def ----- Resists +9% nature +7% blight Poison- +19% Disease- +20% ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! This item has been sent to the Item's Vault. |
![]() 0.1 T2 ring jewelry [Ego++] Arcane While equipped: Stats +3 Cun +2 Mag dps ---------- Spell.pwr +6 (+3 eff.) ----- def ----- Resists +15% acid +12% fire +12% lightning +13% cold Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- Acc +10 (+2 eff.) Apr +9 ----- def ----- Defense +12 (+3 eff.) Spell.save +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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 +4 Mag ----- def ----- Spell.save +8 (+4 eff.) Max.HP +25.00 Disarm- +25% Pinning- +31% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Confus- +22% Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 0% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 3.0 T1 longsword 1H weapon [Ego] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +6 fire While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.pwr +5 (+2 eff.) Sharp, long, and deadly. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 34 [Unique] Nature Power 10.0 - 11.0 Nature Uses 30% Wil, 50% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +12 (+6 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 sling 1H weapon [Unique] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Darkness Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+10 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() 5.0 T3 staff 1H weapon [Ego+] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +14 (+7 eff.) Dmg.mod +20% fire ---------- misc Max.mana +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Resists +5% acid +6% blight +6% nature +3% lightning A belt that goes around your waist. This item has been sent to the Item's Vault. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T3 belt armor [Ego+] Arcane/Master While equipped: Stats +6 Mag dps ---------- Phys.pwr +4 (+3 eff.) ----- def ----- Spell.save +7 (+4 eff.) ---------- misc Mana/turn +0.19 Max.mana +26.00 Size +1 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Res.pen +20% physical ----- def ----- Defense +12 (+3 eff.) Resists +9% blight Mind.save +9 (+3 eff.) Silence- +10% ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
![]() 2.0 T1 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +6 (+2 eff.) Resists +11% light +10% fire Stealth +6 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 (+1 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +40.00 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 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 38.13 to 47.67 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 2.0 T3 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Res.pen +12% darkness +11% temporal ----- def ----- Armour +3 Fatigue -6% Resists +13% darkness +10% temporal Phys.save +8 (+4 eff.) Def/telep +14 Res/telep +13% Dur/telep +14% ---------- misc Max.enc +20 A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Ego+] Arcane/Master While equipped: Stats +4 Str +2 Mag +3 Wil dps ---------- Phys.pwr +11 (+6 eff.) Melee+ 6 acid 5 fire 8 cold 5 lightning ----- def ----- Armour +2 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++] Disrupt/Master While equipped: ----- def ----- Armour +6 Resists +9% blight +10% darkness +11% arcane Affinity +9% nature Spell.save +17 (+9 eff.) Mind.save +8 (+3 eff.) Max.HP +42.00 ---------- misc Masteries +0.20 Wild-gift/Antimagic 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. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Apr +4 ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Disrupt/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +13 Defense +11 (+3 eff.) Fatigue +12% Resists +15% nature +11% blight Mind.save +16 (+5 eff.) A suit of armour made of mail. |
![]() 9.0 T2 light armor [Rare] Arcane While equipped: dps ---------- Melee+ 12 acid 12 fire Dmg.mod +21% acid +30% fire +6% arcane Res.pen +10% fire Melee Ret 10 acid 12 fire ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +15% acid +24% fire A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +6 (+2 eff.) Fatigue +7% Resists +6% acid +5% cold HP.reg +2.00 ---------- misc Stam/turn +0.70 Breathe water A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 11 acid 12 fire Melee Ret 11 acid 10 fire ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +11% acid +16% fire +6% physical Phys.save +12 (+6 eff.) A suit of armour made of leather. |
![]() 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 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 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: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 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. |
![]() 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 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 T3 lite [Normal] While equipped: ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +12% fire Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Resists +3% darkness +3% fire Mind.save +17 (+6 eff.) Max.HP +48.00 ---------- misc Light +4 See.Stealth +21 See.Invis +18 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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. |
![]() 1.0 T3 lite [Ego] Master While equipped: ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +44.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Ego+] Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +9% mind ----- def ----- Blind- +28% Confus- +15% ---------- misc Light +8 See.Stealth +11 See.Invis +7 Track: Puts all charms on 40 cooldown Level 5.2 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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 T1 torque charm [Rare] Psionic While equipped: Stats +1 Cun +5 Dex ----- def ----- Resists +3% temporal Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +1 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +25% cold ----- def ----- Armour +6 Defense +10 (+3 eff.) Resists +15% lightning +9% cold Mind.save +12 (+4 eff.) Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 499 Base Damage: 199 Armor: 20 All Resist: 4 Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 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. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Rott the Cornac Rogue level 17
45th Regrowth 123rd year of Ascendancy at 10:37 see stats
By Rott the Cornac Rogue level 18
58th Regrowth 123rd year of Ascendancy at 13:46 see stats
By Rott the Cornac Rogue level 23
63rd Pyre 123rd year of Ascendancy at 00:47 see stats
By Rott the Cornac Rogue level 27
5th Decay 123rd year of Ascendancy at 19:22 see stats
By Rott the Cornac Rogue level 10
7th Mirth 122nd year of Ascendancy at 11:30 see stats
By Rott the Cornac Rogue level 20
13rd Pyre 123rd year of Ascendancy at 01:06 see stats
By Rott the Cornac Rogue level 30
8th Allure 124th year of Ascendancy at 21:10 see stats
By Rott the Cornac Rogue level 20
13rd Pyre 123rd year of Ascendancy at 04:25 see stats
By Rott the Cornac Rogue level 9
3rd Mirth 122nd year of Ascendancy at 01:23 see stats
By Rott the Cornac Rogue level 11
17th Dusk 122nd year of Ascendancy at 11:47 see stats
By Rott the Cornac Rogue level 24
5th Dusk 123rd year of Ascendancy at 17:42 see stats
By Rott the Cornac Rogue level 22
32nd Pyre 123rd year of Ascendancy at 11:10 see stats
Log
Armoured skeleton warrior is no longer magically poisoned.
Armoured skeleton warrior is no longer poisoned.
Rott seems more focused.
Rott stops regenerating health quickly.
Rott uses Throwing Knives.
Lord of Skulls (archer) uses Pinning Shot.
Rott's Throwing Knife performs a melee critical strike against Armoured skeleton warrior!
Armoured skeleton warrior picks up the remains of its fallen comrade.
Armoured skeleton warrior shatters!
Rott's Throwing Knife hits Armoured skeleton warrior for 236 physical damage.
Melee retaliation hits Rott for 11 physical damage.
Rott's Throwing Knife killed Armoured skeleton warrior!
The Master aims less carefully.
Talent Infusion: Regeneration is ready to use.
Spikes of Decrepitude hits Rott for 12 cold, 11 darkness (23 total damage).
Rott uses Infusion: Regeneration.
Rott starts regenerating health quickly.
Lord of Skulls (archer)'s Pinning Shot misses Rott.
Lord of Skulls (archer) uses Vital Shot.
Skeleton mage casts Flame.
Skeleton mage's spell attains critical power!
Rott reacts to damage from Skeleton mage, mitigating the blow!.
Rott is on fire!
Skeleton mage hits Rott for (63 reacted , -5 stam), 107 fire (107 total damage).
The Master casts Freeze.
Rott reacts to damage from The Master, mitigating the blow!.
The Master hits Rott for (95 reacted , -5 stam), 161 cold (161 total damage).
Rott the level 30 cornac rogue was cooled to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.