








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Faster Hero Levelup 1.0.0Faster adventurer’s adapted to work with the hero addon class. VampireLord 1.5.3VampireLord class Walk the path of a true vampire lord ! Feast upon your prey, thus increasing your blood pool, drag their corps in you shadow, later you can extract blood from those, event get stats and talent points from them. feedback and comment are welcomed on the relater forum thread changelog v a3.0: (we hunger update) + missing updates
-manipulation implemented (a rip-off form the gloom talent tree with a necrotic aura twist
-added talent tree spell/animous
-added talent tree cursed/fear
-shadowrift implemented (a rip-off from shadowwraith tree at the expanse of blood)
-adding of hunger ... every x turn a percentage of your blood will be conssumed to sustain you hunger
-tweaked other things
v a2.6:
-fixed onTakeHit superload (thanks to StarKeep)
v a2.5:
-re-ajusted "sadism" talents cost
v a2.4:
-fixed exangation dialogue box resolve
v a2.3:
-preUseTalent and postUseTalent should work well now!
v a2.2:
-fix of misstyping (preUseTalent)
v a2.1:
-fixed talents requirement and order for "sadism" talent tree.
v a2.0:
-talent tree "sadism" unleached !!!
v a0.3:
-prevented summons to be added to corpse pool (need to be tested)
v a0.2:
-spellcheck
v a0.1:
-the backbone are stuffed
implemented: blood pool: a resource that add to life, as long as you have blood in your blood pool damage dealt to you will apply on your blood pool instead of your life. sanguinism talent tree - Feast: - Empowerment: - Exsanguation: - Blood Bound: x decrease with talent level while percentage increase. sadism talent tree: -tribute: pay a percentage of your max health to inflict to the target damage based on his max health. -stupeffy: pay a percentage of your max health to cause an aoe that hav a chance to inflict fear to all creature in it plus minorely damaging them. -blood river: pay a percentage of your max blood to cause a large blight aoe that heal you of a percentage of the damage inflicted with it. -pike jungle: pay a percentage of your max health to cause a small pinnig aoe that deal medium phisical damage =Possessor Bonus Class 1.5.4Donators/Buyers bonus! Zephyr 1.5.5 Ashes of Urh'Rok 1.5.0Official 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:
ToME Race XP Penalty Tweak 1.5.5Rebalances race xp penalties more in line with their power: Shalore = 30% Thalore = 25% NOTE: Will not work as designed if addons loading after this one change Shalore, Thalore, Skeleton, Ogre or Ghoul XP penalties. ADDON PRIORITY (Load order): 1000 This addon uses a 'ToME:load' HOOK to check for the default 1.5.5 text for certain subraces and changes them if found. Will change the actual XP penalty regardless. Embers of Rage 1.5.0Official 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:
Class: Battledancer 1.0.4Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Arcane Combat Mod Merge 1.5.5Combines multiple good mods that enhance various aspects of Arcane Combat, with some edits to resolve compatibility issues:
Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Better Item Description 1.5.5This 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 Stunt's Tweaks 1.3.1Small tweaks and changes. Current changes: Improved Starting Inscriptions 1.5.5Makes the Last Hope, Irkkk, and Kruk Pride (if you have EoR) infusion and rune stores start with a variety of quality inscriptions. Barbarian Class Fork 1.2.3Adds the Barbarian class to the Wilder sub-group. More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Thalore |
| Class | Berserker |
| Level / Exp | 32 / 1% |
| Size | medium |
| Lifes / Deaths | Killed by large white snake at level 2 on the 76th Pyre 122nd year of Ascendancy at 01:53 / 44Killed by rattlesnake at level 3 on the 76th Pyre 122nd year of Ascendancy at 02:35 Killed by rattlesnake at level 3 on the 76th Pyre 122nd year of Ascendancy at 03:11 Killed by sick giant venus flytrap at level 6 on the 78th Pyre 122nd year of Ascendancy at 21:10 Killed by shadow at level 6 on the 79th Pyre 122nd year of Ascendancy at 03:12 Killed by shadow at level 6 on the 79th Pyre 122nd year of Ascendancy at 04:29 Killed by bone giant at level 11 on the 41st Dusk 122nd year of Ascendancy at 17:26 Killed by Amagas the Bringer of Doom at level 11 on the 41st Dusk 122nd year of Ascendancy at 21:20 Killed by buwa at level 12 on the 42nd Dusk 122nd year of Ascendancy at 01:32 Killed by buwa at level 12 on the 44th Dusk 122nd year of Ascendancy at 15:58 Killed by Islodhemira the large white snake at level 14 on the 50th Dusk 122nd year of Ascendancy at 19:33 Killed by Islodhemira the large white snake at level 14 on the 50th Dusk 122nd year of Ascendancy at 22:26 Killed by Minotaur of the Labyrinth at level 14 on the 50th Dusk 122nd year of Ascendancy at 22:46 Killed by saw horror at level 17 on the 54th Dusk 122nd year of Ascendancy at 09:33 Killed by Voralaith the devourer at level 17 on the 54th Dusk 122nd year of Ascendancy at 09:51 Killed by snow giant boulder thrower at level 17 on the 59th Dusk 122nd year of Ascendancy at 16:55 Killed by snow giant boulder thrower at level 18 on the 60th Dusk 122nd year of Ascendancy at 01:08 Killed by snow giant boulder thrower at level 18 on the 60th Dusk 122nd year of Ascendancy at 01:41 Killed by greater gwelgoroth at level 21 on the 69th Dusk 122nd year of Ascendancy at 10:09 Killed by venom wyrm at level 22 on the 71st Dusk 122nd year of Ascendancy at 07:22 Killed by venom wyrm at level 22 on the 71st Dusk 122nd year of Ascendancy at 08:18 Killed by venom drake at level 22 on the 71st Dusk 122nd year of Ascendancy at 10:22 Killed by skeleton magus at level 23 on the 73rd Dusk 122nd year of Ascendancy at 01:58 Killed by orc necromancer at level 23 on the 73rd Dusk 122nd year of Ascendancy at 02:43 Killed by skeleton assassin at level 23 on the 73rd Dusk 122nd year of Ascendancy at 09:45 Killed by ruin banshee at level 24 on the 73rd Dusk 122nd year of Ascendancy at 10:41 Killed by snow giant boulder thrower at level 24 on the 73rd Dusk 122nd year of Ascendancy at 15:08 Killed by bandit at level 25 on the 73rd Dusk 122nd year of Ascendancy at 16:43 Killed by skeleton archer at level 25 on the 73rd Dusk 122nd year of Ascendancy at 17:19 Killed by lesser vampire at level 25 on the 73rd Dusk 122nd year of Ascendancy at 17:51 Killed by ruin banshee at level 25 on the 74th Dusk 122nd year of Ascendancy at 00:32 Killed by elven tempest at level 30 on the 76th Dusk 122nd year of Ascendancy at 12:20 Killed by elven tempest at level 30 on the 76th Dusk 122nd year of Ascendancy at 12:39 Killed by elven corruptor at level 30 on the 76th Dusk 122nd year of Ascendancy at 13:11 Killed by elven corruptor at level 30 on the 76th Dusk 122nd year of Ascendancy at 13:52 Killed by Eloyabeth the elven warrior at level 30 on the 76th Dusk 122nd year of Ascendancy at 17:18 Killed by Eloyabeth the elven warrior at level 30 on the 76th Dusk 122nd year of Ascendancy at 17:49 Killed by elven corruptor at level 31 on the 77th Dusk 122nd year of Ascendancy at 17:19 Killed by Ce'Narinn the black ooze at level 31 on the 11st Haze 122nd year of Ascendancy at 12:52 Killed by Ce'Narinn the black ooze at level 31 on the 11st Haze 122nd year of Ascendancy at 13:25 Killed by Ce'Narinn the black ooze at level 31 on the 11st Haze 122nd year of Ascendancy at 14:11 Killed by slimy ooze at level 31 on the 11st Haze 122nd year of Ascendancy at 16:48 Killed by Neratta the crimson ooze at level 32 on the 11st Haze 122nd year of Ascendancy at 18:09 Killed by Yvolessra the poison ooze at level 32 on the 12nd Haze 122nd year of Ascendancy at 12:01 |
| Antimagic | Follower |
Primary Stats
| Strength | 62 (base 60) |
| Dexterity | 24 (base 19) |
| Constitution | 72 (base 60) |
| Magic | 50 (base 52) |
| Willpower | 30 (base 11) |
| Cunning | 28 (base 10) |
Resources
| Life | 1080/1080 |
| Stamina | 268/268 |
| Equilibrium | 0 |
| Healing Factor | 1.6842975206612 |
| Regeneration | 20.264964851501 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 49 |
| Crit Chance | 27% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17.5 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Nature | +31% |
| Physical | +5% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Nature | +25% |
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 44.084537089062 (97.241379310345%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 0 |
| Physical Save | 48 |
| Spell Save | 58 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 5%( 70%) |
| Blight | + 36%( 70%) |
| Physical | + 29%( 70%) |
| Cold | + 34%( 70%) |
| All | + 17%( 70%) |
| Lightning | + 17%( 70%) |
| Darkness | + 25%( 70%) |
| Fire | + 44%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Fear Resistance | 60% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Technique / Superiority | 1.50 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Bloodthirst | 1.40 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Willpower by +2. | done |
You failed to protect the injured seer from death by sick wolf. Escort: injured seer (level 1 of Heart of the Gloom) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved spell save by +4. | done |
You failed to protect the lone alchemist from death by skeleton warrior. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by skeleton warrior. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by multi-hued drake hatchling. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the repented thief from death by bandit. Escort: repented thief (level 3 of Norgos Lair) | failed |
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 Wrathroot. * 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 fire dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. | 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. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Light source | alchemist's lamp 'Swampfist'1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +25% nature Melee Ret 8 fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +15% fire ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+6 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.4 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 21% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 15%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 22 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Spellcrusher (139% power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 139% Range: 1.5x Uses 120% Mag, 0% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+4 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take -305.62 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+5 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
| Cloak | Destala's Scales (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.4 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune of the warrior (-205 cold damage; freeze 3 turns with power 52)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing -204.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 52 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the psychic (-280 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing -280.50 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (-332 lightning damage)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing -110.50 to -331.50 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Glimmerterror the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Nature While equipped: dps ---------- Dmg.mod +9% lightning +12% fire +10% light Res.pen +10% light Melee Ret 8 light ----- def ----- Resists +20% light +24% fire Blind- +24% ---------- misc Infravis +4 See.Stealth +6 See.Invis +5 Rings can have magical properties. |
gladiator's stralite ring of tenacity0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +8 Str +6 Con dps ---------- Phys.pwr +9 (+3 eff.) ----- def ----- Max.HP +30.00 Disarm- +37% Pinning- +32% Knockbk- +34% Rings can have magical properties. |
mule's stralite ring of the mind (+16%)0.1 T4 ring jewelry [Ego] Master/Psionic While equipped: dps ---------- Dmg.mod +16% mind ----- def ----- Fatigue -4% Resists +16% mind ---------- misc Max.enc +28 Rings can have magical properties. |
warrior's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Armour +6 Rings can have magical properties. |
Eilinekira (176% power, 3 apr)3.0 T4 battleaxe 2H weapon [Rare] Master Power 176% Range: 1.5x Uses 120% Mag, 0% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% While equipped: ----- def ----- Armour +16 Phys.save +30 (+10 eff.) Mind.save +36 (+12 eff.) Disarm- +15% Pinning- +20% Teleport- +10% Massive two-handed battleaxes. |
Nerith (132% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 132% Range: 1.3x Uses 0% Str, 90% Mag, 0% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 30 arcane resource burn While equipped: Stats +4 Str +4 Wil ----- def ----- Resists +12% blight +5% arcane +3% nature +3% mind Crit.dmg- 10.00% Sharp, short and deadly. |
balanced stralite dagger of vileness (134% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Arcane/Master Power 134% Range: 1.3x Uses 0% Dex, 90% Mag, 0% Str Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +11 blight On Hit: * 8% chance to disease While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +22% Sharp, short and deadly. |
elemental stralite dagger of massacre (142% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane/Master Power 143% Range: 1.3x Uses 0% Dex, 90% Mag, 0% Str Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +7% acid +8% fire +9% lightning +9% cold Sharp, short and deadly. |
balanced stralite double sided sword of massacre (167% power, 4 apr) balanced stralite double sided sword of massacre (167% power, 4 apr)3.0 T4 double_weapon 2H weapon Reqs Dex 26 [Ego] Master Power 167% Range: 1.4x Uses 100% Mag, 0% Str Dmg Physical Mastery Double Weapons Mastery Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +27% A two-sided sword. This weapon has a chance to perform an extra offhand attack. Two-sided swords require the double weapons mastery talent to use correctly. |
insidious steel double sided sword of massacre (131% power, 2 apr) insidious steel double sided sword of massacre (131% power, 2 apr)3.0 T2 double_weapon 2H weapon [Ego] Nature/Master Power 131% Range: 1.4x Uses 100% Mag, 0% Str Dmg Physical Mastery Double Weapons Mastery Apr +2 Crit +3.0% Atk.spd 100% Melee+ +26 insidious poison A two-sided sword. This weapon has a chance to perform an extra offhand attack. Two-sided swords require the double weapons mastery talent to use correctly. |
quick stralite double sided sword of ruin (155% power, 4 apr) quick stralite double sided sword of ruin (155% power, 4 apr)3.0 T4 double_weapon 2H weapon Reqs Dex 26 [Ego++] Master Power 155% Range: 1.4x Uses 100% Mag, 0% Str Dmg Physical Mastery Double Weapons Mastery Apr +4 Crit +4.5% Atk.spd 111% While equipped: Stats +4 Dex dps ---------- Phys.crit +7.0% Crit.mult +10.00% Acc +9 (+3 eff.) Apr +9 A two-sided sword. This weapon has a chance to perform an extra offhand attack. Two-sided swords require the double weapons mastery talent to use correctly. |
Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Mag, 0% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by a temporary damage shield there is 70% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Darkgrinder the stralite greatmaul (165% power, 3 apr)5.0 T4 greatmaul 2H weapon [Rare] Nature Power 166% Range: 1.5x Uses 120% Mag, 0% Str Dmg Light Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +24 temporal +20 nature On Hit: * 40% chance to blind While equipped: dps ---------- Dmg.mod +6% light Melee Ret 20 darkness On Hit (Melee): * 30% chance to blind * 30% chance to inflict 15% damage reduction ----- def ----- Resists +12% darkness Massive two-handed mauls. |
flaming dwarven-steel greatmaul of crippling (153% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Arcane/Master Power 153% Range: 1.5x Uses 120% Mag, 0% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +10 fire On Crit: * cripple the target While equipped: dps ---------- Phys.crit +7.0% Massive two-handed mauls. |
thunderous steel greatmaul of crippling (134% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego++] Nature/Master Power 134% Range: 1.5x Uses 120% Mag, 0% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 14% chance to daze at end of turn On Crit: * cripple the target While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Phys.crit +10.0% Res.pen +10% lightning Massive two-handed mauls. |
iron greatsword (116% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 116% Range: 1.6x Uses 120% Mag, 0% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
quick stralite greatsword of torment (160% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Master/Psionic Power 160% Range: 1.6x Uses 120% Mag, 0% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 111% On Hit: * 20% chance to torment the target While equipped: Stats +5 Dex dps ---------- Res.pen +13% mind +13% darkness Acc +7 (+3 eff.) Massive two-handed swords. |
stralite greatsword (156% power, 3 apr)3.0 T4 greatsword 2H weapon [Normal] Power 157% Range: 1.6x Uses 120% Mag, 0% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Massive two-handed swords. |
elm longbow of nature4.0 T1 longbow 2H weapon Reqs Shoot [Ego+] Nature Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +6 Ranged+ +15 nature While equipped: dps ---------- Res.pen +9% nature ----- def ----- Resists +5% all Longbows are used to shoot arrows at your foes. |
elven-wood longbow4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Normal] Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Longbows are used to shoot arrows at your foes. |
ranger's elven-wood longbow of lightning4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego] Arcane/Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +18 lightning While equipped: Stats +6 Dex dps ---------- Dmg.mod +24% lightning Longbows are used to shoot arrows at your foes. |
Dawnspire (130% power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 131% Range: 1.4x Uses 100% Mag, 0% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun +4 Dex ----- def ----- Fatigue -4% Resists +20% light ---------- misc Light +2 Sharp, long, and deadly. |
flaming stralite mace (144% power, 5 apr)3.0 T4 mace 1H weapon [Ego] Arcane Power 145% Range: 1.4x Uses 100% Mag, 0% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit.r1 +8 fire Blunt and deadly. |
nature's pulsing mindstar (107% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature Power 107% Range: 1.1x Uses 45% Wil, 0% Mag, 25% Cun Dmg Mind Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +8% nature ----- def ----- Resists +6% blight Disease- +15% 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. |
pulsing mindstar of life (107% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature Power 107% Range: 1.1x Uses 45% Wil, 0% Mag, 25% Cun Dmg Mind Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- Max.HP +18.00 HP.reg +1.30 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. |
thorny mindstar 'Oakoozer' (93% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 93% Range: 1.1x Uses 40% Wil, 0% Mag, 20% Cun Dmg Mind Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +8 darkness +4 nature On Hit: * Slows global speed by 40% * 40% chance to inflict 15% damage reduction While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +6% darkness +9% nature +6% mind Melee Ret 3 mind 7 darkness ----- def ----- Resists +12% nature 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. |
vined mindstar of sand (81% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature This natural sand should be returned to the wyrm. Power 82% Range: 1.1x Uses 35% Wil, 0% Mag, 15% Cun Dmg Nature Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +6% physical Res.pen +7% physical Melee Ret 6 physical ----- def ----- Resists +6% physical Burrow: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 17 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
leadfilled stralite sceptre of cold (144% power, 5 apr) leadfilled stralite sceptre of cold (144% power, 5 apr)3.0 T4 sceptre 1H weapon [Ego+] Arcane/Master Power 144% Range: 1.4x Uses 50% Mag, 92% Con Dmg Physical Mastery Weapons Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit.r1 +5 cold While equipped: Stats +4 Str dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +14% cold ----- def ----- Knockbk- +18% Blunt and deadly. |
potent stralite sceptre of dark (141% power, 5 apr) potent stralite sceptre of dark (141% power, 5 apr)3.0 T4 sceptre 1H weapon [Ego] Arcane Power 142% Range: 1.4x Uses 50% Mag, 50% Con Dmg Physical Mastery Weapons Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit.r1 +18 darkness While equipped: dps ---------- Spell.pwr +16 (+4 eff.) Dmg.mod +16% darkness Blunt and deadly. |
Staff of Absorption7.0 staff 2H weapon [Plot Item] Unknown Power 137% Range: 1.1x Uses 100% Mag Dmg Arcane Acc+ +2.5% procs dam / acc Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+4 eff.) Acc +20 (+7 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
lifebinding yew starstaff of wizardry (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego++] Arcane/Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Mag +3 Wil +3 Con dps ---------- Spell.crit +3% Spell.pwr +20 (+4 eff.) Dmg.mod +20% darkness ----- def ----- HP.reg +0.50 Heal.mod +13% ---------- misc Max.mana +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging elven-wood magestaff of might (129% power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +12 (+2 eff.) S.pwr/crit +8 Dmg.mod +25% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing stralite waraxe of the mystic (138% power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane Power 139% Range: 1.4x Uses 100% Mag, 0% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +5 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.pwr +9 (+2 eff.) One-handed war axes. |
flaming stralite waraxe of amnesia (139% power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Arcane/Psionic Power 139% Range: 1.4x Uses 100% Mag, 0% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +9 fire On Hit: * 25% chance to put talents on cooldown While equipped: One-handed war axes. |
quick dwarven-steel waraxe of crippling (123% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Master Power 123% Range: 1.4x Uses 100% Mag, 0% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 111% On Crit: * cripple the target While equipped: Stats +3 Dex dps ---------- Phys.crit +8.0% Acc +7 (+3 eff.) One-handed war axes. |
quick stralite waraxe of massacre (150% power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Master Power 150% Range: 1.4x Uses 100% Mag, 0% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 111% While equipped: Stats +4 Dex dps ---------- Acc +9 (+3 eff.) One-handed war axes. |
grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +5% temporal A belt that goes around your waist. |
Raintrial (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature Res.pen +15% nature Melee Ret 8 nature 12 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Defense +1 (+0 eff.) Resists +9% darkness Max.HP +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zanurek the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Con ----- def ----- Defense +2 (+1 eff.) Resists +10% acid +3% darkness +8% fire +6% cold +10% lightning Phys.save +16 (+6 eff.) Mind.save +10 (+3 eff.) Die.at -50.00 life Max.HP +63.00 Disarm- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak (2 def, 7 armour)2.0 T3 cloak armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
silk robe of Angolwen (3 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +9 (+2 eff.) S.pwr/crit +5 ----- def ----- Defense +3 (+1 eff.) Silence- +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of alchemy (3 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +9% acid +9% physical +9% fire +9% cold ----- def ----- Defense +3 (+1 eff.) Resists +14% acid +12% physical +14% fire +10% cold ---------- misc Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe (3 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% nature ----- def ----- Defense +3 (+1 eff.) Poison- +27% Disease- +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of fire (+19%) (3 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +11% nature +13% fire ----- def ----- Defense +3 (+1 eff.) Resists +19% fire Poison- +22% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor [Ego+] Master/Psionic While equipped: ----- def ----- Armour +4 Fatigue +3% Phys.save +9 (+3 eff.) Spell.save +11 (+3 eff.) Mind.save +7 (+2 eff.) ---------- misc Stam/turn +0.60 Max.stam +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
brawler's hardened leather gloves of the juggernaut (0 def, 2 armour)1.0 T3 hands armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +3 Cun +3 Con ----- def ----- Armour +2 Phys.save +22 (+8 eff.) Spell.save +5 (+1 eff.) Mind.save +6 (+2 eff.) Disarm- +20% ---------- misc Cooldown Double Strike -1 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 6.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 38% and provides a 23% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 8 fire Dmg.mod +7% fire Acc +13 (+5 eff.) ----- def ----- Armour +2 Resists +7% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves (0 def, 6 armour)1.0 T3 hands armor [Ego+] Master While equipped: ----- def ----- Armour +6 Mind.save +7 (+2 eff.) Max.HP +55.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 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. |
dragonslayer's dwarven-steel helm of knowledge (0 def, 4 armour)3.0 T3 head armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +7% acid +10% fire +8% lightning +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Offalwinter the stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor [Rare] Master While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +10 (+3 eff.) Dmg.mod +6% nature +12% physical Melee Ret 12 nature ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +16% Resists +23% fire HP.reg +1.20 A suit of armour made of mail. |
fortifying stralite mail armour of natural resilience (4 def, 8 armour)14.0 T4 heavy armor [Ego++] Disrupt/Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +16% Resists +15% nature +14% blight D.Red.from +9% Unnatural Max.HP +65.00 A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
radiant dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 T3 heavy armor [Ego++] Nature While equipped: Stats +3 Wil dps ---------- Melee Ret 10 light ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +10% blight +10% darkness Max.HP +50.00 HP.reg +1.20 Heal.mod +10% ---------- misc Light +1 A suit of armour made of mail. |
stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +16% Max.HP +69.00 HP.reg +2.60 Heal.mod +17% A suit of armour made of mail. |
spiked reinforced leather armour of cold resistance (4 def, 7 armour)9.0 T4 light armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Resists +19% cold A suit of armour made of leather. |
spiked reinforced leather armour of the hero (4 def, 7 armour)9.0 T4 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +6 Str +6 Dex +6 Mag +5 Wil +4 Cun dps ---------- Melee Ret 14 physical ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Max.HP +51.00 A suit of armour made of leather. |
Arcmoon the iron plate armour (3 def, 7 armour)17.0 T1 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +15% lightning +19% fire A suit of armour made of metal plates. |
fortifying stralite plate armour of resilience (7 def, 13 armour)17.0 T4 massive armor [Ego+] Nature/Master While equipped: Stats +5 Str +4 Con ----- def ----- Armour +13 Defense +7 (+3 eff.) Fatigue +26% Max.HP +95.00 A suit of armour made of metal plates. |
prismatic stralite plate armour of fire resistance (7 def, 13 armour)17.0 T4 massive armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +13 Defense +7 (+3 eff.) Fatigue +26% Resists +15% fire +14% light +14% darkness A suit of armour made of metal plates. |
rejuvenating iron plate armour (3 def, 7 armour)17.0 T1 massive armor [Ego] Nature While equipped: ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% HP.reg +2.30 ---------- misc Stam/turn +0.50 A suit of armour made of metal plates. |
coruscating dwarven-steel shield of mind resistance (+12%) (8 def, 2 armour, 78.5 block)7.0 T3 shield armor [Ego+] Arcane/Psionic While equipped: Stats +3 Str dps ---------- Melee Ret 21 fire ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +12% mind +14% fire ---------- misc Talents +3 Block Handheld deflection devices. |
coruscating stralite shield of cold resistance (+14%) (10 def, 2 armour, 136.5 block)7.0 T4 shield armor [Ego+] Arcane/Master While equipped: Stats +3 Str dps ---------- Melee Ret 22 fire ----- def ----- Armour +2 Defense +10 (+5 eff.) Rng.Def +10 (+5 eff.) Fatigue +14% Resists +27% cold +14% fire ---------- misc Talents +4 Block Handheld deflection devices. |
icy dwarven-steel shield of resistance (8 def, 2 armour, 75 block)7.0 T3 shield armor [Ego+] Nature While equipped: dps ---------- Melee+ 7 cold Melee Ret 12 ice ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +8% acid +8% fire +7% lightning +7% cold ---------- misc Talents +3 Block Handheld deflection devices. |
icy stralite shield of fire resistance (+20%) (10 def, 2 armour, 137.5 block)7.0 T4 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 9 cold Melee Ret 14 ice ----- def ----- Armour +2 Defense +10 (+5 eff.) Rng.Def +10 (+5 eff.) Fatigue +14% Resists +20% fire ---------- misc Talents +4 Block Handheld deflection devices. |
106 alchemist agate0.0 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. |
3 onyx0.0 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. |
8 aquamarine0.0 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 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 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Corrupted heart of the Sandworm Queen0.0 heart corpse [Plot Item] Arcane Consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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. |
5 amethyst0.0 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. |
void elven-wood wand of conjuration [power 313] (10 cooldown)2.0 T4 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +3 Void Blast Fire a bolt of a random element with (base) damage 156 to 313 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. |
quartz0.0 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. |
ametrine0.0 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. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 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
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By buwa the Thalore Berserker level 28
75th Dusk 122nd year of Ascendancy at 03:10 see stats
Antimagic! (Exploration mode)
Completed antimagic training in the Ziguranth camp.By buwa the Thalore Berserker level 21
64th Dusk 122nd year of Ascendancy at 18:50 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By buwa the Thalore Berserker level 11
41st Dusk 122nd year of Ascendancy at 21:38 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By buwa the Thalore Berserker level 23
72nd Dusk 122nd year of Ascendancy at 23:48 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By buwa the Thalore Berserker level 17
54th Dusk 122nd year of Ascendancy at 17:38 see stats
Level 10 (Exploration mode)
Got a character to level 10.By buwa the Thalore Berserker level 10
18th Dusk 122nd year of Ascendancy at 08:06 see stats
Level 20 (Exploration mode)
Got a character to level 20.By buwa the Thalore Berserker level 20
60th Dusk 122nd year of Ascendancy at 08:01 see stats
Level 30 (Exploration mode)
Got a character to level 30.By buwa the Thalore Berserker level 30
75th Dusk 122nd year of Ascendancy at 03:10 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By buwa the Thalore Berserker level 30
76th Dusk 122nd year of Ascendancy at 13:07 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By buwa the Thalore Berserker level 11
23rd Dusk 122nd year of Ascendancy at 05:00 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By buwa the Thalore Berserker level 21
61st Dusk 122nd year of Ascendancy at 07:59 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By buwa the Thalore Berserker level 26
74th Dusk 122nd year of Ascendancy at 22:32 see stats
Log
Buwa is no longer poisoned.
Buwa has recovered!
Talent Fearless Cleave is ready to use.
Talent Warshout is ready to use.
Spydric Poison from Poison ooze hits buwa for 9 nature damage.
Zuberin the crimson ooze feeds his vined mindstar with psychic energy from Buwa!
Zuberin the crimson ooze hits buwa for 75 mind damage.
buwa hits Crimson ooze for 0 fire damage.
buwa hits Poison ooze for 0 fire damage.
Buwa is confused and fails to use Shattering Impact.
buwa hits Yvolessra the poison ooze for 0 fire damage.
Yvolessra the poison ooze hits buwa for 18 physical damage.
buwa the level 32 thalore berserker was shattered to death by Yvolessra the poison ooze on level 2 of Sludgenest.
Buwa can be part of a chain reaction again.
Buwa deactivates Berserker Rage.
buwa's rage subsides!
Buwa is no longer attuned.
Buwa seems more focused.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Yvolessra the poison ooze killed buwa!
Buwa is confused and fails to use Death Dance.
Saving done.
Talent Juggernaut is ready to use.
Talent Berserker Rage is ready to use.























































































































