










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. The infamous Wilhelm scream mod 1.5.5Description The "Wilhelm Scream" has been a stamp and running joke amongst sound editors for years, appearing in classic movies such as "Raiders of the Lost Ark", "Batman Returnes" and "Star Wars: The New Hope". Now your character can meet his/her doom with that scream. Wiki: https://en.wikipedia.org/wiki/Wilhelm_scream. This is a stock sound effect of a man screaming Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Заменяет стандртный звук при смерти на печально известный крик Вильгельма, известный многим как крик Штормтрупера. "Крик Вильгельма" является штампом и шуткой звукорежиссеров на протяжении многих лет, появляясь в такой классике, как "Индиана Джонс: В поисках утраченного ковчега", "Бэтмен возвращается", "Звёздные войны: Эпизод 4 – Новая надежда". А теперь и ваш персонаж может ознаменовать свою гибель подобным криком. Это бесплатный звуковой эффект предсмертного мужского крика. Он часто используется в моменты смерти от стрельбы, падения с большой высоты или эффектом удара взрывной волны. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Maj'Eyal Whitehoof |
Class | Berserker |
Level / Exp | 35 / 8% |
Size | medium |
Lifes / Deaths | Killed by Bill the Stone Troll at level 5 on the 77th Pyre 122nd year of Ascendancy at 11:25 0 / 8Killed by Salassra the runed bone giant at level 19 on the 64th Dusk 122nd year of Ascendancy at 10:16 Killed by armoured skeleton warrior at level 25 on the 68th Haze 122nd year of Ascendancy at 13:01 Killed by armoured skeleton warrior at level 25 on the 68th Haze 122nd year of Ascendancy at 14:53 Killed by Grand Corruptor at level 27 on the 49th Regrowth 123rd year of Ascendancy at 02:23 Killed by Nerulramira the master vampire at level 29 on the 4th Pyre 123rd year of Ascendancy at 02:48 Killed by Belyrissra the awoken tentacle tree at level 35 on the 67th Pyre 123rd year of Ascendancy at 17:12 Killed by Belyrissra the awoken tentacle tree at level 35 on the 67th Pyre 123rd year of Ascendancy at 18:47 |
Primary Stats
Strength | 103 (base 60) |
Dexterity | 68 (base 28) |
Constitution | 74 (base 53) |
Magic | 39 (base 10) |
Willpower | 25 (base 16) |
Cunning | 27 (base 10) |
Resources
Life | -277/1396 |
Mana | 299/419 |
Stamina | 204/276 |
Vim | 236/236 |
Healing Factor | 1.7351680505322 |
Regeneration | 50.753665478067 |
Speed
Mental | +6.6613381477509E-14% |
Attack | 0% |
Movement | +14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 181 |
Accuracy | 69 |
Crit Chance | 29% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +7% |
Darkness | +14% |
Blight | +29% |
Arcane | +6% |
Fire | +19% |
All | 0% |
Offense: Damage Penetration
Physical | +20% |
Light | +25% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 54.723073231957 (96.438666929426%) |
Defense | 42 |
Ranged Defense | 49 |
Fatigue | 13 |
Physical Save | 53 |
Spell Save | 35 |
Mental Save | 37 |
Defense: Resistances
Darkness | + 32%( 70%) |
Temporal | + 27%( 70%) |
Blight | + 54%( 70%) |
All | + 20%( 70%) |
Nature | + 33%( 70%) |
Defense: Immunities
Silence Resistance | 73% |
Bleed Resistance | 100% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Stun Resistance | 57% |
Poison Resistance | 100% |
Disarm Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 295 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: 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. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 102 with a minimum range of 15. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 250.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Technique / Two-handed assault | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Whitehooves | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Get the Horns. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved talent Curse of Impotence (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 367. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed naga tongue. * '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 giant spider spinneret. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed ice ant stinger. * You've found the needed minotaur nose. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed vial of fire wyrm saliva. * You've found the needed electric eel tail. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed xorn fragment. * You've found the needed vampire lord fang. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +7 Mag +4 Wil +7 Con dps ---------- Crit.mult +15.00% Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+3 eff.) S.pwr/crit +10 Dmg.mod +7% acid +8% blight Res.pen +6% physical ----- def ----- Armour +3 Resists +6% darkness Disease- +28% ---------- misc Max.mana +40.00 Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Quiver | ![]() 3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Light source | ![]() 1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +8 (+3 eff.) Max.HP +49.00 Heal.mod +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% arcane +12% blight Res.pen +25% light Melee Ret 4 light On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Armour +11 Defense +6 (+2 eff.) Fatigue +4% Resists +20% blight +5% all Phys.save +9 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% fire Res.pen +15% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +10% blight +6% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Heal yourself and all friendly characters within 10 spaces for 524 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to gain a 20% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. It was hardened by the digestive sack. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +68.00 HP.reg +17.00 Heal.mod +11% Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Mov.spd +14% Acc +13 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 3.9 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
Around waist | ![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+7 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 35 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | ![]() 3.0 T4 greatsword 2H weapon [Ego+] Master Power 51.5 - 82.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +14% physical Acc +16 (+4 eff.) Apr +12 Massive two-handed swords. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str dps ---------- Spell.crit +2% Phys.pwr +11 (+2 eff.) Melee+ 7 darkness Dmg.mod +14% darkness Melee Ret 2 blight 4 darkness ----- def ----- Armour +3 Fatigue +5% Resists +9% darkness Spell.save +15 (+6 eff.) HP.reg +5.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +1.40 Max.stam +37.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+3 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+5 eff.) Silence- +23% Confus- +0% Pinning- +0% Stun/Frz- +57% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +16% nature +12% blight Phys.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Die.at -50.00 life HP.reg +3.00 Heal.mod +13% 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 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Str +8 Dex +5 Mag +8 Wil +4 Con dps ---------- Crit.mult +16.00% Spell.pwr +10 (+4 eff.) Dmg.mod +9% blight +13% fire On Melee Ret: * 31% chance to reduce strength, dexterity, and constitution by 20 * 32% chance to reduce damage dealt by 16% ----- def ----- Fatigue -8% Resists +3% temporal HP.reg +4.00 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 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 478 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. This item has been sent to the Item's Vault. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 228 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Phys.pwr +10 (+2 eff.) Mind.pwr +7 (+3 eff.) Acc +10 (+2 eff.) Apr +2 ----- def ----- Resists +8% physical +12% cold Mind.save +7 (+3 eff.) Confus- +14% ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +2 Dex dps ---------- Dmg.mod +6% cold +9% physical Melee Ret 10 acid ----- def ----- Armour +10 Resists +14% lightning Stun/Frz- +22% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.40 Masteries +0.24 Corruption/Vile life Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Con ----- def ----- Resists +15% lightning +2% physical +9% darkness Spell.save +13 (+6 eff.) Max.HP +20.00 HP.reg +4.00 ---------- misc Mana/s.crit +1.00 Max.stam +21.00 Rings make your fingers look great! This item has been sent to the Item's Vault. |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +6 Cun +2 Con dps ---------- Dmg.mod +25% temporal Res.pen +10% temporal Acc +8 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +16% temporal Spell.save +10 (+5 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.stam +14.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex +1 Wil +2 Cun dps ---------- Mind.crit +1% Acc +6 (+1 eff.) ----- def ----- Resists +6% lightning ---------- misc Infravis +2 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Dex +4 Mag +9 Con dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +10 (+4 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +12% lightning +4% all ----- def ----- Resists +24% lightning Spell.save +8 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+3 eff.) Max.HP +52.00 HP.reg +8.00 Heal.mod +11% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Max.HP +20.00 Disarm- +22% Pinning- +20% Knockbk- +23% Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 16.0 - 24.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 light Against +10% Undead Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 43.0 - 64.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +8 blight On Hit: * 25% chance for lightning to strike from the target to a second target dealing 64 damage While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Mind.pwr +30 (+14 eff.) Dmg.mod +12% mind Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Master Power 27.5 - 41.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.crit +5.0% Res.pen +12% all Acc +49 (+11 eff.) Apr +10 ----- def ----- Die.at -80.00 life Massive two-handed mauls. This item has been sent to the Item's Vault. |
![]() 5.0 T4 greatmaul 2H weapon [Ego] Arcane Power 52.0 - 78.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Crit +2.5% Atk.spd 100% Phasing +17% Melee+ +14 cold Massive two-handed mauls. |
![]() 5.0 T1 greatmaul 2H weapon [Ego] Master/Psionic Power 28.5 - 42.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 darkness Against +7% Living Massive two-handed mauls. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Arcane Power 17.0 - 25.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +1.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 While equipped: dps ---------- Acc +10 (+2 eff.) Melee Ret 6 physical ----- def ----- Armour +4 Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Ego++] Master Power 44.0 - 66.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +13 (+3 eff.) Dmg.mod +10% physical Res.pen +10% physical Acc +13 (+3 eff.) ----- def ----- Disarm- +18% Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Random Unique] Nature/Disrupt/Psionic Power 38.5 - 61.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 darkness Against +16% Living +16% Unnatural On Crit.r2 +33 lightning +19 cold On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mov.spd +35% Dmg.mod +6% darkness Res.pen +20% lightning +14% cold +10% darkness +10% acid On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Resists +12% acid +6% darkness Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Nature Power 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 nature On Hit: * 20% chance to reduce armor by 30% While equipped: Stats +3 Con dps ---------- Crit.mult +20.00% Acc +10 (+2 eff.) Apr +1 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Rare] Master Power 69.0 - 110.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit.r1 +12 lightning +8 blight While equipped: dps ---------- Dmg.mod +3% lightning +18% blight Res.pen +5% fire Melee Ret 10 fire Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Master Power 48.0 - 76.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +13 (+3 eff.) Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 33.0 - 46.2 Acid Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +20% acid Res.pen +20% acid ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 29 acid damage in a 4 radius ball. This damage will increase by 20% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+4 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +20 physical While equipped: Stats +2 Str +2 Con dps ---------- Phys.crit +2.0% Acc +34 (+8 eff.) ----- def ----- Defense +15 (+5 eff.) ---------- misc Reload +2 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +4 Wil +1 Cun dps ---------- Spell.crit +3% Crit.mult +15.00% Spell.pwr +24 (+9 eff.) S.pwr/crit +5 Dmg.mod +20% fire Res.pen +5% mind ---------- misc Mana/turn +0.24 Equi/ret +0.08 Max.mana +40.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+7 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 3.0 T3 waraxe 1H weapon [Ego] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% lightning Res.pen +15% lightning +15% fire Melee Ret 2 lightning ----- def ----- Resists +6% fire Mind.save +8 (+3 eff.) Max.HP +55.00 A belt that goes around your waist. This item has been sent to the Item's Vault. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +3 Wil +4 Con dps ---------- Phys.crit +2.0% Phys.pwr +8 (+2 eff.) Dmg.mod +12% light +9% physical ----- def ----- Armour +4 Phys.save +10 (+3 eff.) ---------- misc Stam/turn +3.00 Hate/m.crit +5.00 Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Nature While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +7 (+1 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +11 (+4 eff.) Mind.save +8 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Cosmetic Item] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T3 cloak armor [Ego] Arcane/Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +2 (+1 eff.) Resists +13% cold Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +10% nature On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+2 eff.) Mind.save +3 (+1 eff.) Cut- +10% Silence- +20% Pinning- +20% ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +9 Str dps ---------- Phys.crit +4.0% Crit.mult +20.00% Phys.pwr +16 (+4 eff.) Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +3 Fatigue +5% Phys.save +6 (+2 eff.) ---------- misc Max.stam +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+3 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 1.0 T4 hands armor [Rare] Nature While equipped: Stats +7 Dex +2 Con dps ---------- Melee+ 9 cold Dmg.mod +8% cold Res.pen +15% light On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Armour +3 Resists +6% acid +7% cold ---------- misc Max.stam +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 7 physical Dmg.mod +5% physical Acc +12 (+3 eff.) ----- def ----- Armour +8 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +3 (+0 eff.) Dmg.mod +3% fire +9% cold ----- def ----- Armour +3 Fatigue +5% Resists +15% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind +12% nature Res.pen +10% mind Melee Ret 8 nature 2 cold On Hit (Melee): * 20% chance to slow global speed by 44% * 20% chance to reduce all saves and defense by 19 ----- def ----- Armour +8 Fatigue +4% Resists +12% mind ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +5 Str +5 Wil dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +7% physical Phys.save +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +2 Str +3 Wil dps ---------- S.pwr/crit +2 Dmg.mod +6% lightning Acc +5 (+1 eff.) ----- def ----- Armour +11 Fatigue +22% Resists +18% blight +13% darkness ---------- misc Max.mana +40.00 Max.stam +30.00 Light +1 A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +24% fire +12% light +13% darkness A suit of armour made of metal plates. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +1 Str dps ---------- Mind.crit +4% Mind.pwr +6 (+3 eff.) Res.pen +5% nature ----- def ----- Armour +4 Defense +30 (+10 eff.) Resists +2% physical Phys.save +6 (+2 eff.) Mind.save +7 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 89% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 155 physical damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +12% acid +3% darkness Melee Ret 6 acid On Melee Ret: * 32% chance to reduce strength, dexterity, and constitution by 20 * 32% chance to reduce damage dealt by 16% ----- def ----- Resists +3% acid Create a shield absorbing up to 350 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 23% for 2 turns. 100% to reduce fatigue by 50% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+6 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 80 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 146 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 25 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Get the Horns the Maj'Eyal Whitehoof Berserker level 19
49th Dusk 122nd year of Ascendancy at 07:16 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 34
62nd Pyre 123rd year of Ascendancy at 10:49 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 33
33rd Pyre 123rd year of Ascendancy at 04:18 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 19
49th Dusk 122nd year of Ascendancy at 23:00 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 14
23rd Dusk 122nd year of Ascendancy at 20:13 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 22
30th Haze 122nd year of Ascendancy at 21:50 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 19
49th Dusk 122nd year of Ascendancy at 12:02 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 19
53rd Dusk 122nd year of Ascendancy at 21:44 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 26
79th Haze 122nd year of Ascendancy at 15:37 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 18
44th Dusk 122nd year of Ascendancy at 16:10 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 34
34th Pyre 123rd year of Ascendancy at 08:34 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 10
1st Flare 122nd year of Ascendancy at 10:25 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 20
69th Dusk 122nd year of Ascendancy at 16:32 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 30
25th Pyre 123rd year of Ascendancy at 06:35 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 34
47th Pyre 123rd year of Ascendancy at 11:00 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 27
18th Regrowth 123rd year of Ascendancy at 13:56 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 26
73rd Haze 122nd year of Ascendancy at 14:36 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 27
79th Haze 122nd year of Ascendancy at 17:53 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 17
43rd Dusk 122nd year of Ascendancy at 23:33 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 27
10th Allure 123rd year of Ascendancy at 02:26 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 15
39th Dusk 122nd year of Ascendancy at 02:03 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 9
2nd Mirth 122nd year of Ascendancy at 04:26 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 27
1st Wintertide 123rd year of Ascendancy at 14:52 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 11
8th Flare 122nd year of Ascendancy at 20:02 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 27
1st Wintertide 123rd year of Ascendancy at 05:31 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 27
79th Haze 122nd year of Ascendancy at 22:00 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 18
44th Dusk 122nd year of Ascendancy at 14:05 see stats
By Get the Horns the Maj'Eyal Whitehoof Berserker level 32
32nd Pyre 123rd year of Ascendancy at 00:11 see stats
Log
Get the Horns hits Mirror Image (Belyrissra the awoken tentacle tree) for 1 physical, 0 darkness (1 total damage).
Get the Horns is free from the tendril.
Get the Horns has finished recovering.
The protective shield of Get the Horns disappears.
Get the Horns casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Mirror Image (Belyrissra the awoken tentacle tree) casts Drain.
Mirror Image (Belyrissra the awoken tentacle tree) hits Get the Horns for (7 flat reduction), 0 blight (0 total damage).
Something hits Get the Horns for (24 flat reduction), 9 blight (9 total damage).
Get the Horns performs a melee critical strike against Mirror Image (Belyrissra the awoken tentacle tree)!
Get the Horns hits Mirror Image (Belyrissra the awoken tentacle tree) for 1 physical, 0 darkness (1 total damage).
Get the Horns receives 17 healing from Blood Splash.
Get the Horns slows down.
Get the Horns is silenced!
Get the Horns is disarmed!
Something performs a melee critical strike against Get the Horns!
Phantasmal Shield hits Get the Horns for (18 flat reduction), 122 light (122 total damage).
Something hits Get the Horns for (18 flat reduction), 180 darkness, (18 flat reduction), 19 blight, (18 flat reduction), 8 darkness, (9 flat reduction), 0 fire, (18 flat reduction), 25 fire, (18 flat reduction), 50 blight, (18 flat reduction), 81 darkness, (18 flat reduction), 2 blight, (18 flat reduction), 49 darkness, (18 flat reduction), 142 acid, (18 flat reduction), 12 blight, (18 flat reduction), 32 darkness (600 total damage).
Bone Spike hits Get the Horns for (18 flat reduction), 18 physical (18 total damage).
Belyrissra the awoken tentacle tree casts Lash Out.
Belyrissra the awoken tentacle tree performs a melee critical strike against Get the Horns!
Belyrissra the awoken tentacle tree HEALS from blight damage!
Melee retaliation hits Belyrissra the awoken tentacle tree for 5 light, 2 blight, 4 darkness (11 total damage).
Bone Spike hits Get the Horns for (30 flat reduction), 25 physical (25 total damage).
Belyrissra the awoken tentacle tree hits Get the Horns for (30 flat reduction), 508 darkness, (30 flat reduction), 44 darkness (552 total damage).
Get the Horns the level 35 maj'eyal whitehoof berserker was decapitated to death by Belyrissra the awoken tentacle tree on level 2 of Lost Dwarven Kingdom of Reknor.
Get the Horns's rage subsides!
Get the Horns no longer revels in blood quite so much.