











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 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:
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 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 Roguelike |
Sex | Male |
Race | Shalore |
Class | Skirmisher |
Level / Exp | 31 / 35% |
Size | medium |
Lifes / Deaths | Killed by Gunsnake at level 15 on the 46th Haze 122nd year of Ascendancy at 20:29 / 2Killed by Forest Troll Hedge-Wizard at level 31 on the 61st Pyre 123rd year of Ascendancy at 22:14 |
Primary Stats
Strength | 20 (base 12) |
Dexterity | 82 (base 60) |
Constitution | 19 (base 16) |
Magic | 18 (base 16) |
Willpower | 31 (base 11) |
Cunning | 82 (base 50) |
Resources
Life | -301/544 |
Mana | 265/385 |
Stamina | 192/272 |
Healing Factor | 1.0791723257555 |
Regeneration | 0.26979308143888 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +40% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 48.642847857581 |
See Invisible | 48.642847857581 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 121 |
Accuracy | 72 |
Crit Chance | 57% |
APR | 48 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 18 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Lightning | +15% |
Cold | +15% |
Mind | +26% |
Blight | +5% |
Physical | +5% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Blight | +53% |
Physical | +48% |
Mind | +43% |
All | +33% |
Defense: Base
Armour (hardiness) | 60.764593763945 (84.794990797553%) |
Defense | 85 |
Ranged Defense | 87 |
Fatigue | 29.923805221685 |
Physical Save | 28 |
Spell Save | 18 |
Mental Save | 38 |
Defense: Resistances
Physical | + 20%( 70%) |
Acid | + 28%( 70%) |
Light | + 9%( 70%) |
Nature | + 23%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 33%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 11% |
Silence Resistance | 30% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 52 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 204 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 676% 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. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: 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. |
Class Talents
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Tireless Combatant | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 146. | 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 precision without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed bloated horror heart. * You've found the needed chunk of ghoul flesh. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You 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. | 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 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | ![]() 3.0 T3 shot ammo [Rare] Master Power 152% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +16.0% Capacity 18 Ranged+ +8 mind +8 arcane On Hit.r1 +16 mind +20 acid On Hit: * 20% chance to reduce armor by 21% * 20% chance to reduce all saves and defense by 27 On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning +21% mind Res.pen +8% all Apr +9 Melee Ret 2 lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- Resists +6% blight ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | ![]() 1.0 T1 hands armor [Ego+] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Melee+ 7 acid Dmg.mod +3% acid Acc +6 (+1 eff.) Apr +6 ----- def ----- Armour +1 Resists +6% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Str +4 Dex +5 Wil +10 Cun dps ---------- Mind.pwr +8 (+3 eff.) Res.pen +20% blight Acc +6 (+1 eff.) Melee Ret 2 blight ----- def ----- Armour +6 Resists +5% arcane Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +7 (+1 eff.) Apr +8 ----- def ----- Defense +7 (+1 eff.) Resists +5% nature +6% blight Poison- +11% Disease- +11% Disengage: Puts all charms on 7 cooldown Level 2.6 Pwr.cost 7 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 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. Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +9% fire Acc +5 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +6% cold Amulets make your neck look great! |
In main hand | ![]() 4.0 T3 sling 1H weapon [Unique] Nature Mastery Sling Supremacy 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 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 5 out of 8/8. Range 10 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. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex +4 Wil +3 Cun dps ---------- Phys.crit +1.0% Phys.pwr +5 (+1 eff.) Res.pen +5% physical Against +16% Summoned ----- def ----- Resists +5% arcane D.Red.from +17% Summoned ---------- misc Stam/turn +1.00 Max.stam +30.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 160% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+4 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+1 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.6 Pwr.cost 31 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Main armor | ![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+2 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 44.24 to 55.30 physical damage (based on Willpower and Cunning) with knockback. Uses 7 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Nature Power 145% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +8 Con +9 Wil ----- def ----- Max.HP +15.00 Sharp, long, and deadly. |
![]() 0.1 T3 amulet jewelry [Ego++] Nature While equipped: Stats +8 Lck dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Unseen.red 12% Blind- +22% ---------- misc Infravis +5 Sight +2 See.Invis +8 Amulets make your neck look great! |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Cun +8 Wil dps ---------- Mind.crit +2% Crit.mult +7.00% Spell.pwr +15 (+8 eff.) Mind.pwr +4 (+1 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/s.crit +1.00 Max.mana +100.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Master Power 142% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +7 (+2 eff.) One-handed war axes. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego+] Arcane While equipped: dps ---------- Melee+ 8 acid 9 fire Melee Ret 10 acid 11 fire ----- def ----- Armour +9 Fatigue +22% Resists +10% acid +15% fire A suit of armour made of metal plates. |
![]() 4.0 T4 longbow 2H weapon [Ego+] Disrupt/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +26 nature On Crit: * silences the target While equipped: Stats +8 Dex dps ---------- Res.pen +9% nature +8% physical Longbows are used to shoot arrows at your foes. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 10% all resistance, you move 44% faster, and you are invisible (power 8). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 135 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. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Disrupt/Psionic While equipped: dps ---------- Melee+ 8 mind Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue +5% Resists +10% blight +13% darkness +10% arcane +8% mind Affinity +8% nature Spell.save +11 (+6 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic 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. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Nature While equipped: ----- def ----- Armour +11 Fatigue +22% Max.HP +30.00 HP.reg +3.00 Heal.mod +13% A suit of armour made of metal plates. |
![]() 2.0 T4 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 darkness +3 cold +4 nature +4 temporal Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 68 lightning damage and will be dazed for 1 turn (340 total damage) Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +11 Mag +9 Wil dps ---------- Spell.pwr +9 (+5 eff.) Melee+ 5 acid 8 lightning 6 fire 6 arcane 4 cold Dmg.mod +3% arcane ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane 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. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +20 (+11 eff.) Dmg.mod +20% temporal ---------- misc Mana/turn +0.37 Talents +1 Command Staff On Spell Hit: 10% Drain 4 Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 19 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T4 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +12 acid While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +14% acid Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego++] Nature/Master When used to Attack: Power 115% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 On Hit: * Deal physical damage equal to your armor (61) While equipped: Stats +3 Str +2 Dex dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +7 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 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 14% all resistance, you move 35% faster, and you are invisible (power 16). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 2.0 T3 feet armor [Ego+] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +7 (+4 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Armour +3 Resists +5% fire +7% cold A pair of boots made of leather. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Master/Psionic Power 139% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +9 mind On Hit: * 15% chance to reduce all saves and defense by 27 While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.crit +8.0% Crit.mult +18.00% Apr +7 Sharp, short and deadly. |
![]() 3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego+] Arcane/Master Power 156% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 40 damage over 5 turns and reducing armor and accuracy by 5 While equipped: dps ---------- Phys.crit +13.0% Massive two-handed battleaxes. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Apr +6 ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +15% acid +14% fire +15% lightning +16% cold Rings make your fingers look great! |
![]() 4.0 T4 longbow 2H weapon [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: dps ---------- Phys.crit +5.0% Res.pen +12% all Acc +31 (+7 eff.) Apr +15 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 arrow ammo [Ego++] Master/Psionic Power 156% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +13.0% Capacity 18 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 2.0 T2 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Spell.pwr +13 (+7 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +7% all ----- def ----- Resists +9% all Mind.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) Melee+ 7 fire Ranged+ 6 fire ----- def ----- Armour +14 Defense +9 (+2 eff.) Fatigue +8% Resists +18% fire +16% physical A suit of armour made of leather. |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: Stats +9 Mag +4 Wil dps ---------- Spell.pwr +4 (+3 eff.) ----- def ----- Defense +2 (+0 eff.) Spell.save +9 (+5 eff.) A pointy cloth hat, very wizardly... |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +12 (+7 eff.) S.pwr/crit +6 Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 14.42 to 17.31 fire damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 118% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
![]() 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +5 (+1 eff.) Apr +5 ----- def ----- Defense +2 (+0 eff.) Phys.save +11 (+6 eff.) Mind.save +8 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+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 head armor [Ego+] Arcane/Nature While equipped: dps ---------- Spell.pwr +7 (+4 eff.) Dmg.mod +15% fire ----- def ----- Defense +2 (+0 eff.) Resists +22% fire ---------- misc Mana/turn +1.60 Mana/ret +1.50 Max.mana +42.00 Manaflow: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 9 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 473 life over 5 turns. 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. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Master Power 161% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +14% physical Acc +9 (+2 eff.) Apr +12 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Master Power 158% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.pwr +13 (+4 eff.) Res.pen +10% physical ----- def ----- Disarm- +31% Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon Reqs Mag 24 [Unique] Arcane In the past there was a dagger with it. Power 134% Range: 1.4x Uses 20% Mag, 80% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+3 eff.) Dmg.mod +5% temporal ----- def ----- 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 untapped potential of time. |
![]() 2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +5 Str +5 Mag +6 Wil dps ---------- Dmg.mod +13% lightning +13% physical +13% cold ----- def ----- Resists +7% lightning +9% cold +6% blight +13% all Max.HP +56.00 HP.reg +2.80 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +10% blight +17% cold +13% nature A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Master While equipped: ----- def ----- Armour +19 Fatigue +22% Resists +19% cold A suit of armour made of metal plates. |
![]() 2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 194 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Ego] Arcane Fire a magical bolt dealing 206 acid damage Puts all charms on 10 cooldown 100% to increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 38 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 2.0 T3 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +10% light ----- def ----- Resists +15% light +11% all Mind.save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +9 Fatigue +22% Resists +13% blight +11% darkness +17% acid ---------- misc Light +1 A suit of armour made of metal plates. |
![]() 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. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% mind Res.pen +25% mind +25% temporal Melee Ret 8 temporal ----- def ----- Resists +12% temporal +8% light +7% darkness A belt that goes around your waist. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 70 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. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 40 [Unique] Arcane/Master Power 141% Range: 1.4x Uses 100% Str Dmg Acid Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +20% acid Res.pen +20% acid ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 19 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 19 acid damage in a 4 radius ball. This damage will increase by 12% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 81 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str ----- def ----- Armour +14 Fatigue +4% Resists +9% light Phys.save +9 (+5 eff.) Spell.save +3 (+2 eff.) Mind.save +12 (+4 eff.) Disease- +20% Teleport- +20% Skullcracker: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 67.1 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T3 belt armor [Normal] A belt that goes around your waist. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +2 Dex +4 Mag +6 Wil +5 Cun +3 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ---------- misc Infravis +3 Create a shield absorbing up to 284 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.1 infusion scroll [Normal] 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 instantly heal yourself for 71 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. |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Arcane Power 128% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +21 cold On Hit: * 20% chance to reduce strength, dexterity, and constitution by 11 While equipped: dps ---------- Dmg.mod +3% blight Res.pen +15% blight ----- def ----- Resists +6% lightning +12% nature Die.at -80.00 life Disease- +20% Massive two-handed mauls. |
![]() 3.0 T4 shot ammo [Ego+] Master Power 161% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.5% Capacity 20 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego+] Master/Psionic Power 161% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 19 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 4.0 T4 sling 1H weapon [Ego] Nature/Disrupt Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +1 Con ----- def ----- Resists +7% acid +14% lightning +10% fire +10% cold +4% all Spell.save +9 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 192 life over 5 turns Puts all charms on 13 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 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. |
![]() 2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +10% blight +15% darkness +13% mind +11% all Phys.save +10 (+5 eff.) Spell.save +13 (+7 eff.) Mind.save +22 (+8 eff.) Max.HP +42.00 HP.reg +2.20 Heal.mod +17% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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. |
![]() 0.1 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 13.68 cold and 12.49 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 38 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+6 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 4.0 T3 sling 1H weapon [Ego++] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +3 Mag dps ---------- Dmg.mod +5% temporal +8% physical Res.pen +8% physical +7% temporal +7% all Acc +5 (+1 eff.) Apr +7 ---------- misc Reload +3 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
![]() 0.1 infusion scroll [Unique] Nature 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 nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+3 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
![]() 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +4 Mag dps ---------- S.pwr/crit +2 Res.pen +5% fire On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Resists +12% fire ---------- misc Mana/s.crit +2.00 Light +6 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. |
![]() 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+0 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." |
![]() 3.0 T3 shot ammo [Rare] Master Power 146% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +7 Crit +9.0% Capacity 19 Proj.spd +200% Ranged+ +8 nature On Hit.r1 +12 mind On Crit.r2 +20 nature On Hit: * 10% chance to slow global speed by 54% * 10% chance to reduce all saves and defense by 27 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 137% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +81 On Crit.r2 +8 lightning While equipped: Stats +7 Con ----- def ----- Armour +6 Fatigue +8% Resists +6% mind +19% fire Crit.chn- 15.00% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 126 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. |
![]() 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. |
![]() 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. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Nature When used to Attack: Power 139% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 Melee+ +12 light +12 darkness While equipped: Stats +4 Cun +5 Mag dps ---------- Melee+ 8 lightning Dmg.mod +13% light +12% darkness Melee Ret 3 lightning ----- def ----- Armour +6 Fatigue +8% Resists +11% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
Achievements
By Pattate Poil the Shalore Skirmisher level 27
51st Pyre 123rd year of Ascendancy at 21:24 see stats
By Pattate Poil the Shalore Skirmisher level 23
50th Regrowth 123rd year of Ascendancy at 09:09 see stats
By Pattate Poil the Shalore Skirmisher level 10
64th Dusk 122nd year of Ascendancy at 13:51 see stats
By Pattate Poil the Shalore Skirmisher level 19
3rd Decay 122nd year of Ascendancy at 23:24 see stats
By Pattate Poil the Shalore Skirmisher level 26
17th Pyre 123rd year of Ascendancy at 16:35 see stats
By Pattate Poil the Shalore Skirmisher level 24
56th Regrowth 123rd year of Ascendancy at 14:24 see stats
By Pattate Poil the Shalore Skirmisher level 10
64th Dusk 122nd year of Ascendancy at 13:49 see stats
By Pattate Poil the Shalore Skirmisher level 20
4th Decay 122nd year of Ascendancy at 16:49 see stats
By Pattate Poil the Shalore Skirmisher level 30
61st Pyre 123rd year of Ascendancy at 00:37 see stats
By Pattate Poil the Shalore Skirmisher level 20
6th Decay 122nd year of Ascendancy at 22:59 see stats
By Pattate Poil the Shalore Skirmisher level 24
73rd Regrowth 123rd year of Ascendancy at 02:34 see stats
By Pattate Poil the Shalore Skirmisher level 16
48th Haze 122nd year of Ascendancy at 15:59 see stats
By Pattate Poil the Shalore Skirmisher level 9
40th Dusk 122nd year of Ascendancy at 07:29 see stats
By Pattate Poil the Shalore Skirmisher level 26
13rd Pyre 123rd year of Ascendancy at 16:09 see stats
By Pattate Poil the Shalore Skirmisher level 6
1st Mirth 122nd year of Ascendancy at 08:49 see stats
By Pattate Poil the Shalore Skirmisher level 23
49th Regrowth 123rd year of Ascendancy at 20:26 see stats
By Pattate Poil the Shalore Skirmisher level 25
74th Regrowth 123rd year of Ascendancy at 18:27 see stats
By Pattate Poil the Shalore Skirmisher level 18
55th Haze 122nd year of Ascendancy at 14:48 see stats
By Pattate Poil the Shalore Skirmisher level 15
46th Haze 122nd year of Ascendancy at 20:29 see stats
Log
Talent Leeching Poison is ready to use.
Talent Crippling Poison is ready to use.
Pattate Poil activates Leeching Poison.
Pattate Poil deactivates Volatile Poison.
Pattate Poil activates Numbing Poison.
Pattate Poil deactivates Insidious Poison.
Pattate Poil activates Crippling Poison.
Pattate Poil deactivates Numbing Poison.
Talent Insidious Poison is ready to use.
Talent Numbing Poison is ready to use.
Talent Volatile Poison is ready to use.
Pattate Poil activates Volatile Poison.
Pattate Poil deactivates Crippling Poison.
Pattate Poil activates Insidious Poison.
Pattate Poil deactivates Leeching Poison.
Pattate Poil activates Numbing Poison.
Pattate Poil deactivates Volatile Poison.
Rested for 68 turns (stop reason: hostile spotted to the east (Forest Troll Hedge-Wizard)).
Pattate Poil uses Kill Shot.
Pattate Poil's Kill Shot performs a ranged critical strike against Forest Troll Hedge-Wizard!
Forest Troll Hedge-Wizard's void star absorbs the damage from Pattate Poil's Kill Shot, converting it into entropy!
Forest Troll Hedge-Wizard is wasting away!
Forest Troll Hedge-Wizard's armor corrodes!
Forest Troll Hedge-Wizard is cut deeply.
Pattate Poil snipes Forest Troll Hedge-Wizard (+192% weapon bonus for range)!
Forest Troll Hedge-Wizard reflects damage back to Pattate Poil!
Pattate Poil's Kill Shot hits Forest Troll Hedge-Wizard for (284 to entropy), (701 absorbed), 0 physical, (5 absorbed), 0 mind, (8 absorbed), 0 arcane, (19 absorbed), 0 mind, (20 absorbed), 0 acid (0 total damage).
Forest Troll Hedge-Wizard hits Pattate Poil for 701 reflected damage.
Pattate Poil the level 31 shalore skirmisher was battered to death by Forest Troll Hedge-Wizard on level 5 of Dreadfell.