










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Embers of Rage 1.7.0Official 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:
Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Corruptor |
Level / Exp | 18 / 77% |
Size | medium |
Lifes / Deaths | Killed by Nerelaith the bandit lord at level 18 on the 15th Haze 122nd year of Ascendancy at 06:10 / 1 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 23 (base 10) |
Constitution | 15 (base 12) |
Magic | 65 (base 46) |
Willpower | 21 (base 13) |
Cunning | 43 (base 32) |
Resources
Life | -78/547 |
Vim | 79/222 |
Healing Factor | 1.3760311219417 |
Regeneration | 22.360505731553 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 4 |
Offense: Mainhand
Damage | 25 |
Accuracy | 19 |
Crit Chance | 23% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Physical | +16% |
Nature | +9% |
Blight | +22% |
Arcane | +7% |
Cold | +19% |
All | +4% |
Defense: Base
Armour (hardiness) | 20 (35.65183292883%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 34 |
Mental Save | 30 |
Defense: Resistances
Blight | + 10%( 70%) |
Cold | + 3%( 70%) |
All | 0%( 70%) |
Darkness | + 6%( 70%) |
Light | + 3%( 70%) |
Lightning | + 21%( 70%) |
Mind | + 12%( 70%) |
Fire | + 3%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 209 damage for 6 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 105 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: MovementUse 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 increase movement speed by 857% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Corruption / Blood | 1.44 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Vim | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Curses | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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.' * You've found the needed green worm. 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 red crystal shard. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one storm wyrm claw. I recommend severing one of 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.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +1 HP.reg +2.00 Heal.mod +11% ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% arcane +3% blight ----- def ----- Defense +15 (+5 eff.) Resists +12% mind Max.HP +43.00 Confus- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Str +4 Dex +2 Cun dps ---------- Crit.mult +10.00% ----- def ----- Defense +1 (+0 eff.) Phys.save +12 (+6 eff.) Mind.save +6 (+3 eff.) Die.at -40.00 life A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +9 (+3 eff.) ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +6 (+5 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +4% all ----- def ----- Max.HP +46.00 HP.reg +6.00 Heal.mod +12% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane/Master 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 +9% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% blight On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Armour +5 Defense +15 (+5 eff.) Resists +3% lightning +3% cold +8% blight ---------- misc Wards +2 blight Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +16 (+5 eff.) Melee+ 7 nature Dmg.mod +5% nature ----- def ----- Armour +2 Resists +6% nature HP.reg +1.50 ---------- misc Stam/turn +0.30 Mana/turn +0.15 Psi/turn +0.19 Vim/s.crit +1.00 Max.psi +20.00 Unarmed combat: Power 115% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 arcane On Crit.r2 +5 nature On Hit: 10% Elemental Bolt 3 On Hit: 10% Second Wind 1 On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 T2 light armor Reqs Str 14 [Random Unique] Nature/Master While equipped: Stats +1 Str +3 Dex +4 Cun dps ---------- Dmg.mod +12% physical Melee Ret 2 physical ----- def ----- Armour +8 Defense +9 (+3 eff.) Fatigue +7% Resists +18% lightning Max.HP +36.00 HP.reg +4.50 Heal.mod +10% A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% cold Melee Ret 4 acid ----- def ----- Defense +1 (+0 eff.) Resists +3% blight +3% fire +6% darkness Max.HP +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Master While equipped: Stats +5 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% Resists +6% nature +3% light Phys.save +12 (+6 eff.) Spell.save +18 (+8 eff.) Mind.save +11 (+5 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.30 Masteries +0.14 Corruption/Blood +0.14 Cunning/Survival Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 494% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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 5 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 89 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 102 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +10% acid ----- def ----- Defense +15 (+5 eff.) Resists +10% temporal +5% arcane +9% fire HP.reg +4.00 Silence- +10% Pinning- +23% Knockbk- +20% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Str +2 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Resists +6% temporal +13% light +22% darkness Mind.save +5 (+2 eff.) Blind- +22% Confus- +10% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +6% lightning Spell.save +6 (+3 eff.) Max.HP +40.00 Disarm- +20% Pinning- +22% Knockbk- +20% ---------- misc Max.hate +4.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: ----- def ----- Resists +3% blight +3% nature Mind.save +3 (+1 eff.) Die.at -40.00 life Blind- +20% Disease- +20% Silence- +23% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Mind.save +5 (+2 eff.) Confus- +21% Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane Power 122% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 light Against +13% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 92 damage Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon [Ego] Nature/Master Power 105% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +20% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego] Master Power 118% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +22% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego] Master Power 116% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
![]() 5.0 T1 greatmaul 2H weapon Reqs Str 11 [Ego] Master/Psionic Power 131% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 darkness Against +9% Living Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego] Disrupt/Master Power 149% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 17 arcane resource burn Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Psionic Power 131% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 darkness Against +12% Living While equipped: Stats +2 Dex dps ---------- Crit.mult +15.00% Phasing +30% On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.vim +10.00 Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon Reqs Str 11 [Ego] Master Power 128% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +32% Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Master Power 147% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +35% Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon Reqs Str 11 [Ego] Disrupt/Master Power 131% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit: * 9% chance to slow global speed by 45% Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Normal] Power 131% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Master Power 124% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +20% Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon Reqs Str 11 [Ego] Arcane/Master Power 116% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 cold Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon Reqs Str 16 [Rare] Nature Power 116% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 nature While equipped: Stats +2 Dex +2 Mag +2 Cun +1 Con dps ---------- Dmg.mod +15% mind ----- def ----- Mind.save +9 (+4 eff.) Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon Reqs Str 16 [Rare] Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +1 Cun ----- def ----- Armour +4 Resists +9% lightning +6% darkness Max.HP +80.00 Disease- +20% Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon Reqs Str 16 [Ego] Arcane/Nature Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 nature On Hit.r1 +7 fire Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon Reqs Str 16 [Ego] Master/Psionic Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 darkness Against +8% Living Blunt and deadly. |
![]() 3.0 T1 mace 1H weapon Reqs Str 11 [Rare] Master Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% acid +6% temporal Res.pen +15% mind +25% temporal Acc +6 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +23% Def/telep +5 Res/telep +5% Dur/telep +5% Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon Reqs Str 16 [Ego] Nature/Disrupt Power 113% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +9 nature On Hit: * 7% chance to slow global speed by 45% Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon Reqs Str 16 [Rare] Disrupt Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 7% chance to slow global speed by 45% While equipped: dps ---------- Dmg.mod +6% fire Melee Ret 4 fire ----- def ----- Resists +9% mind +3% blight Die.at -60.00 life HP.reg +2.00 Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+3 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. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+3 eff.) ----- def ----- Max.HP +16.00 HP.reg +0.50 ---------- 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. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +4% nature ----- def ----- Resists +4% blight Phys.save +2 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +4 (+2 eff.) Disease- +13% ---------- misc Equi/ret +1.30 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature Power 87% 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: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Max.HP +14.00 HP.reg +0.70 ---------- 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 T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +8 fire While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+5 eff.) Dmg.mod +10% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature 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: Stats +1 Str +2 Mag +2 Wil +3 Cun dps ---------- Spell.crit +7% Spell.pwr +8 (+2 eff.) Dmg.mod +15% blight ----- def ----- Defense +6 (+2 eff.) ---------- misc Max.mana +10.00 Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 112.13 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Nature 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 +6 (+2 eff.) Dmg.mod +15% physical ----- def ----- Defense +6 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 112.13 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Normal] 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 +6 (+2 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 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 +7% Spell.pwr +9 (+3 eff.) Dmg.mod +15% darkness ---------- misc Vim/s.crit +2.00 Max.vim +13.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 119% 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 +9 (+3 eff.) Dmg.mod +19% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +7 lightning Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+5 eff.) Dmg.mod +9% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +9 lightning Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +10% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T1 steamsaw 1H weapon Reqs Str 11 Steam Pool [Ego] Nature/Steamtech Power 102% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +11 Uses 1.0 Steam When used to Attack: On Hit: * 11% chance to reduce armor by 36% While equipped: dps ---------- Melee+ 6 acid Melee Ret 1 acid On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% Resists +11% temporal ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego+] Master/Steamtech Power 124% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +54 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +7.0% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Master Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +16 light +12 lightning On Crit.r2 +4 nature While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+4 eff.) Dmg.mod +12% lightning Res.pen +7% physical ----- def ----- Resists +3% lightning Disarm- +16% ---------- misc Light +1 One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind +9% cold Res.pen +10% arcane +5% cold Melee Ret 6 arcane On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Max.HP +35.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Stealth +6 Create a temporary shield that absorbs 170 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Normal] A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +7 (+2 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Cosmetic Item] Arcane While equipped: ----- def ----- Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Unique] While equipped: ----- def ----- Resists +7% all Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
![]() 2.0 T2 cloth armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +6% light +12% darkness Melee Ret 4 darkness ----- def ----- Armour +5 Defense +6 (+2 eff.) Resists +9% all Phys.save +34 (+16 eff.) ---------- misc Equi/ret +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +15% lightning Melee Ret 6 lightning ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +9% acid +12% lightning +7% all Phys.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +15% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +6% blight +7% all Mind.save +16 (+8 eff.) Max.HP +42.00 HP.reg +1.80 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +9% all +15% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Acc +15 (+7 eff.) Melee Ret 4 arcane ----- def ----- Armour +3 Heal.mod +10% ---------- misc Mana/turn +0.08 Infravis +2 A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +2 Cun +3 Mag dps ---------- Melee+ 7 blight Dmg.mod +8% blight +6% acid Melee Ret 6 acid ----- def ----- Armour +2 Fatigue +3% Resists +6% blight +6% acid +6% darkness +6% light HP.reg +3.00 ---------- misc Stam/turn +0.50 Max.stam +14.00 Infravis +2 Unarmed combat: Power 121% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +7 blight +18 light +10 darkness On Hit: 10% Nightmare 3 On Hit: 20% Soul Rot 3 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 66.84 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +9% temporal +4% physical Res.pen +10% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +7 Def/telep +15 Res/telep +15% Dur/telep +15% Unarmed combat: Power 95% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit.r1 +5 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 124% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 116% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +5% Crit.mult +6.00% Melee+ 6 nature Dmg.mod +4% nature ----- def ----- Armour +1 Resists +5% nature Unarmed combat: Power 101% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +6.0% Atk.spd 100% On Crit.r2 +6 nature On Hit: 10% Venomous Breath 1 On Crit: 20% Cripple 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +23% Unarmed combat: Power 117% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+4 eff.) Melee+ 9 temporal Ranged+ 5 temporal Dmg.mod +3% temporal ----- def ----- Armour +2 Fatigue +3% Resists +7% temporal Unarmed combat: Power 124% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+7 eff.) Melee+ 5 temporal Ranged+ 6 temporal Dmg.mod +3% temporal ----- def ----- Armour +2 Resists +7% temporal Unarmed combat: Power 122% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Armour +5 Defense +15 (+5 eff.) Fatigue +5% Resists +1% physical Crit.dmg- 5.00% Phys.save +3 (+2 eff.) Disarm- +20% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold Res.pen +5% nature ----- def ----- Defense +1 (+0 eff.) Resists +16% cold Phys.save +3 (+2 eff.) Die.at -20.00 life Stun/Frz- +20% A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% mind Res.pen +5% cold ----- def ----- Defense +1 (+0 eff.) Resists +15% mind +6% cold Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Mag +1 Wil +4 Cun dps ---------- Dmg.mod +9% arcane +10% fire ----- def ----- Defense +1 (+0 eff.) Resists +15% fire A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +2 Mag +3 Cun dps ---------- Mind.crit +1% ----- def ----- Armour +3 Fatigue +5% Crit.dmg- 15.00% ---------- misc See.Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +5% temporal A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +1 (+0 eff.) Resists +18% lightning +6% cold +6% fire A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Apr +6 ----- def ----- Armour +7 Fatigue +5% ---------- misc Infravis +2 Sight +0 See.Stealth +0 See.Invis +0 A cap made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Random Unique] Master/Psionic While equipped: dps ---------- Phys.pwr +10 (+7 eff.) Dmg.mod +6% nature Apr +2 ----- def ----- Armour +8 Defense +18 (+6 eff.) Fatigue +12% Resists +18% lightning +18% fire +5% mind Mind.save +14 (+7 eff.) A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +16% temporal +13% light +10% darkness A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature While equipped: Stats +1 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +10% blight +13% darkness ---------- misc Light +2 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +10% blight +19% darkness ---------- misc Light +1 A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +15% cold HP.reg +2.90 ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
![]() 9.0 T2 light armor Reqs Str 14 [Rare] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Dmg.mod +15% acid +15% temporal Res.pen +5% temporal ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +6% temporal Mind.save +14 (+7 eff.) A suit of armour made of leather. |
![]() 9.0 T1 light armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.crit +1% Mind.pwr +5 (+2 eff.) Dmg.mod +6% mind Res.pen +25% acid ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +6% physical Phys.save +10 (+5 eff.) ---------- misc Equi/ret +0.16 A suit of armour made of leather. |
![]() 9.0 T2 light armor Reqs Str 14 [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
![]() 9.0 T2 light armor Reqs Str 14 [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% HP.reg +3.40 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
![]() 9.0 T2 light armor Reqs Str 14 [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% HP.reg +3.20 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% HP.reg +2.90 ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
![]() 9.0 T2 light armor Reqs Str 14 [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +35.00 HP.reg +4.10 Heal.mod +12% A suit of armour made of leather. |
![]() 17.0 T1 massive armor Reqs Massive armour training Str 22 [Rare] Psionic While equipped: dps ---------- Spell.pwr +20 (+6 eff.) S.pwr/crit +10 Res.pen +10% arcane ----- def ----- Armour +7 Fatigue +22% Resists +6% mind Mind.save +12 (+6 eff.) ---------- misc Mana/turn +0.08 A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Nature While equipped: ----- def ----- Armour +9 Fatigue +22% HP.reg +3.10 ---------- misc Stam/turn +0.60 A suit of armour made of metal plates. |
![]() 7.0 T1 shield armor Reqs Shield usage training Str 11 [Ego+] Nature/Master When used to Attack: Power 102% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +44 While equipped: ----- def ----- Armour +3 Fatigue +8% Resists +6% acid +6% fire +6% lightning +6% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T2 arrow ammo [Rare] Psionic Power 121% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 21 Ranged+ +15 physical On Hit.r1 +16 mind +12 nature On Crit.r2 +12 cold On Hit: * 20% chance to slow global speed by 45% * 20% chance to knock the target back 3 spaces and deal 109 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 arrow ammo [Ego] Nature Power 109% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 22 Ranged+ +8 nature Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Wil +4 Con dps ---------- Dmg.mod +6% lightning Melee Ret 4 physical ----- def ----- Armour +4 Max.HP +21.00 ---------- misc Max.stam +36.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +3 Str dps ---------- Apr +6 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +6 See.Stealth +5 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- 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 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 3.0 T2 shot ammo [Ego] Nature Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 18 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 31 physical damage Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Defense +5 (+1 eff.) Resists +2% physical ---------- misc Light +2 Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 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 Korruptio on murha the Shalore Corruptor level 9
1st Dusk 122nd year of Ascendancy at 08:54 see stats
By Korruptio on murha the Shalore Corruptor level 10
22nd Dusk 122nd year of Ascendancy at 21:58 see stats
By Korruptio on murha the Shalore Corruptor level 17
13rd Haze 122nd year of Ascendancy at 23:42 see stats
By Korruptio on murha the Shalore Corruptor level 8
8th Mirth 122nd year of Ascendancy at 16:58 see stats
By Korruptio on murha the Shalore Corruptor level 12
56th Dusk 122nd year of Ascendancy at 02:11 see stats
By Korruptio on murha the Shalore Corruptor level 17
2nd Haze 122nd year of Ascendancy at 05:47 see stats
Log
Korruptio on murha casts Blood Grasp.
Korruptio on murha's spell attains critical power!
Korruptio on murha's Blood Grasp hits Nerelaith the bandit lord for (177 absorbed), (177 mana), 0 blight (0 total damage).
Nerelaith the bandit lord deactivates Disruption Shield.
Nerelaith the bandit lord's disruption shield collapses and then explodes in a powerful manastorm!
Weakness Disease from Korruptio on murha hits Nerelaith the bandit lord for (327 absorbed), (327 mana), 0 blight (0 total damage).
Rotting Disease from Korruptio on murha hits Nerelaith the bandit lord for (65 absorbed), (65 mana), 0 blight (0 total damage).
Korruptio on murha casts Rune: Shatter Afflictions.
Korruptio on murha stops burning.
Korruptio on murha is free from the arcane vortex.
A shield forms around Korruptio on murha.
Nerelaith the bandit lord casts Lightning.
Nerelaith the bandit lord hits Korruptio on murha for (115 absorbed), 0 lightning (0 total damage).
Your shield crumbles under the damage!
The shield around Korruptio on murha crumbles.
Nerelaith the bandit lord's arcane area effect hits Korruptio on murha for (95 absorbed), 110 arcane (110 total damage).
Weakness Disease from Korruptio on murha hits Nerelaith the bandit lord for 33 blight damage.
Rotting Disease from Korruptio on murha hits Nerelaith the bandit lord for 65 blight damage.
Nerelaith the bandit lord misses Korruptio on murha.
Nerelaith the bandit lord's arcane area effect hits Korruptio on murha for 205 arcane damage.
Talent Soul Rot is ready to use.
Korruptio on murha casts Soul Rot.
Korruptio on murha's spell attains critical power!
Korruptio on murha's Soul Rot hits Nerelaith the bandit lord for 497 blight damage.
Korruptio on murha's Soul Rot killed Nerelaith the bandit lord!
Nerelaith the bandit lord's arcane area effect hits Korruptio on murha for 205 arcane damage.
Korruptio on murha the level 18 shalore corruptor was blasted to death by Nerelaith the bandit lord on level 1 of The Maze.