Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 | Insane Adventure |
Sex | Male |
Race | Thalore |
Class | Berserker |
Level / Exp | 21 / 53% |
Size | medium |
Lifes / Deaths | Killed by Ivanne the giant black ant at level 20 on the 2nd Haze 122nd year of Ascendancy at 05:43 3 / 3Killed by Beluba the gigantic sandworm tunneler at level 21 on the 6th Haze 122nd year of Ascendancy at 05:48 Killed by Karsa Orlong at level 21 on the 6th Haze 122nd year of Ascendancy at 05:53 |
Primary Stats
Strength | 52 (base 50) |
Dexterity | 19 (base 11) |
Constitution | 23 (base 22) |
Magic | 11 (base 10) |
Willpower | 11 (base 10) |
Cunning | 45 (base 28) |
Resources
Life | 804/804 |
Stamina | 172/172 |
Healing Factor | 1.2599022211821 |
Regeneration | 2.8347799976597 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
See Invisible | 3 |
Offense: Mainhand
Damage | 83 |
Accuracy | 49 |
Crit Chance | 29% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Nature | +10% |
Physical | +12% |
Mind | +11% |
All | 0% |
Offense: Damage Penetration
Mind | +18% |
Light | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 15 (38.594633868923%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 15 |
Mental Save | 23 |
Defense: Resistances
Blight | + 31%( 70%) |
Physical | + 34%( 70%) |
Cold | + 27%( 70%) |
All | + 25%( 70%) |
Darkness | + 29%( 70%) |
Temporal | + 30%( 70%) |
Lightning | + 45%( 70%) |
Fire | + 25%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Stun Resistance | 42% |
Disarm Resistance | 42% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 65 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -318 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 318 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 470% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You failed to protect the lone alchemist from death by Karsa Orlong. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * You've found the needed sandworm tooth. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | pair of hardened leather boots 'Zanyladar' (0 def, 9 armour) pair of hardened leather boots 'Zanyladar' (0 def, 9 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +5 Dex ----- def ----- Armour +9 Resists +3% lightning Stealth +8 Max.HP +60.00 Disease- +20% Disarm- +20% A pair of boots made of leather. |
Light source | brass lantern of health brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Salunor the iron helm (5 def, 3 armour) Salunor the iron helm (5 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Cun dps ---------- Res.pen +10% mind Acc +5 (+2 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +5% Max.HP +100.00 Heal.mod +15% Blind- +10% Disease- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | overpowered ash totem of healing [power 302] (19 cooldown) overpowered ash totem of healing [power 302] (19 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 302 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | wizard's steel ring of perseverance wizard's steel ring of perseverance0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+5 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
On fingers | gold ring 'Glitterblur' gold ring 'Glitterblur'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +12% physical Res.pen +10% light ----- def ----- Resists +12% physical ---------- misc Equi/ret +0.04 Hate/m.crit +3.00 Max.psi +30.00 Infravis +2 See.Invis +3 Rings make your fingers look great! |
Around waist | Yarydor the Treevagrant Yarydor the Treevagrant1.0 T1 belt armor [Rare] Nature While equipped: Stats +6 Cun dps ---------- Crit.mult +5.00% Mind.pwr +10 (+5 eff.) ----- def ----- Resists +6% lightning +7% temporal +3% nature ---------- misc Equi/ret +0.04 A belt that goes around your waist. |
In main hand | Bill's Tree Trunk (136% power, 7 apr) Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) 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 any temporary magical or psionic damage absorbing shields there is 51% chance to shatter a random shield. 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! |
On hands | rough leather gloves 'Ulfirogorn' (10 def, 3 armour) rough leather gloves 'Ulfirogorn' (10 def, 3 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +3 Defense +10 (+5 eff.) Resists +6% lightning +3% cold +6% darkness Crit.chn- 5.00% Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +22% Def/telep +15 Res/telep +15% Dur/telep +15% 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. |
Main armor | psion's elven-silk robe of nature (+15%) (0 def, 0 armour) psion's elven-silk robe of nature (+15%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +5 (+2 eff.) Dmg.mod +5% mind +10% nature Res.pen +8% mind ----- def ----- Resists +15% nature +15% all ---------- misc Psi/turn +0.58 Max.psi +16.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | kruk cloak of the hunter (0 def, 0 armour) kruk cloak of the hunter (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Nature While equipped: dps ---------- Acc +16 (+6 eff.) ----- def ----- Fatigue -4% Max.HP +40.00 ---------- misc Max.stam +10.00 A stylish kruk-style cloak, to look awesome. |
Around neck | grounding copper amulet of cunning (+3) grounding copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% lightning Stun/Frz- +22% Amulets make your neck look great! |
Inventory
movement infusion (speed 400%; cd 9) movement infusion (speed 400%; cd 9)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 400% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 462%; cd 14) movement infusion of the psychic (speed 462%; cd 14)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 462% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 576%; cd 11) movement infusion of the sneak (speed 576%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 576% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 205; 13 cd) regeneration infusion of the wizard (heal 205; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 205 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune (damage 55; dur 4; cd 18) acid wave rune (damage 55; dur 4; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 55.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the duelist (damage 94; dur 4; cd 20) acid wave rune of the duelist (damage 94; dur 4; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 93.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Adibretira Adibretira0.1 T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +3 Cun +5 Lck dps ---------- S.pwr/crit +2 Melee+ 7 light 8 darkness Dmg.mod +5% light +7% darkness Acc +9 (+3 eff.) On Melee Ret: * 7% chance to reduce damage dealt by 17% * 7% chance to blind ----- def ----- Defense +9 (+4 eff.) Unseen.red 12% ---------- misc Light +1 Infravis +3 See.Invis +9 Amulets make your neck look great! |
insulating gold amulet of constitution (+4) insulating gold amulet of constitution (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +13% fire +15% cold Amulets make your neck look great! |
steel amulet of manastreaming steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.12 Max.mana +24.00 Amulets make your neck look great! |
Faleregokan Faleregokan0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% nature +6% arcane ----- def ----- Resists +22% nature +5% arcane Crit.chn- 15.00% ---------- misc Infravis +2 Rings make your fingers look great! |
copper ring of power copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+6 eff.) Mind.pwr +5 (+2 eff.) Rings make your fingers look great! |
gold ring of sensing gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +8 See.Invis +11 Rings make your fingers look great! |
steel ring steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring of darkness (+22%) steel ring of darkness (+22%)0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Rings make your fingers look great! |
balanced dwarven-steel battleaxe (138% power, 2 apr) balanced dwarven-steel battleaxe (138% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Master Power 139% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +32% Massive two-handed battleaxes. |
dwarven-steel battleaxe (137% power, 2 apr) dwarven-steel battleaxe (137% power, 2 apr)3.0 T3 battleaxe 2H weapon [Normal] Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
flaming steel battleaxe (116% power, 2 apr) flaming steel battleaxe (116% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 116% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +7 fire Massive two-handed battleaxes. |
steel battleaxe (126% power, 2 apr) steel battleaxe (126% power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 127% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
Spelldrinker (132% power, 8 apr) Spelldrinker (132% power, 8 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Power 132% Range: 1.3x Uses 35% Str, 20% Mag, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+8 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
balanced steel dagger (107% power, 6 apr) balanced steel dagger (107% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 107% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +27% Sharp, short and deadly. |
dwarven-steel dagger of massacre (139% power, 7 apr) dwarven-steel dagger of massacre (139% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Power 139% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
flaming dwarven-steel dagger (114% power, 7 apr) flaming dwarven-steel dagger (114% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 114% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +8 fire Sharp, short and deadly. |
hateful dwarven-steel dagger of crippling (117% power, 7 apr) hateful dwarven-steel dagger of crippling (117% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master/Psionic Power 117% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 darkness Against +8% Living On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Sharp, short and deadly. |
hateful dwarven-steel dagger of massacre (134% power, 7 apr) hateful dwarven-steel dagger of massacre (134% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master/Psionic Power 134% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 darkness Against +7% Living Sharp, short and deadly. |
manaburning iron dagger of erosion (98% power, 5 apr) manaburning iron dagger of erosion (98% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature/Disrupt Power 99% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 nature On Hit: * 10 arcane resource burn Sharp, short and deadly. |
thought-forged steel dagger of massacre (120% power, 6 apr) thought-forged steel dagger of massacre (120% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master/Psionic Power 121% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 mind On Hit: * 10% chance to reduce all saves and defense by 20 While equipped: Stats +1 Cun +2 Wil Sharp, short and deadly. |
Xanor (153% power, 2 apr) Xanor (153% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Nature Power 154% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +14 nature While equipped: dps ---------- Crit.mult +20.00% ----- def ----- Armour +4 Mind.save +9 (+4 eff.) Confus- +10% ---------- misc Psi/ret +0.08 Max.hate +2.00 Massive two-handed mauls. |
balanced steel greatsword of phasing (126% power, 9 apr) balanced steel greatsword of phasing (126% power, 9 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 127% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +3.0% Atk.spd 100% Phasing +16% While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +34% Massive two-handed swords. |
balanced stralite greatsword of erosion (159% power, 3 apr) balanced stralite greatsword of erosion (159% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Nature/Master Power 160% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +35% Massive two-handed swords. |
dwarven-steel greatsword of enduring (143% power, 2 apr) dwarven-steel greatsword of enduring (143% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Nature Power 144% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +10 Con +12 Wil ----- def ----- Max.HP +14.00 Massive two-handed swords. |
iron greatsword (111% power, 1 apr) iron greatsword (111% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 111% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
thought-forged steel greatsword (126% power, 2 apr) thought-forged steel greatsword (126% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Psionic Power 127% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 mind On Hit: * 23% chance to reduce all saves and defense by 20 While equipped: Stats +3 Cun +3 Wil Massive two-handed swords. |
truestriking dwarven-steel greatsword (147% power, 2 apr) truestriking dwarven-steel greatsword (147% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 147% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +10 (+4 eff.) Apr +12 Massive two-handed swords. |
steady ash longbow steady ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Phys.crit +3.0% Acc +11 (+4 eff.) Longbows are used to shoot arrows at your foes. |
balanced dwarven-steel longsword (125% power, 4 apr) balanced dwarven-steel longsword (125% power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Master Power 126% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +26% Sharp, long, and deadly. |
dwarven-steel longsword (124% power, 4 apr) dwarven-steel longsword (124% power, 4 apr)3.0 T3 longsword 1H weapon [Normal] Power 124% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
slime-covered dwarven-steel longsword (125% power, 4 apr) slime-covered dwarven-steel longsword (125% power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Disrupt Power 125% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 8% chance to slow global speed by 46% Sharp, long, and deadly. |
chilling dwarven-steel mace of daylight (133% power, 4 apr) chilling dwarven-steel mace of daylight (133% power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 134% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +7 light +10 cold Against +19% Undead Blunt and deadly. |
Mardegokalthorim the Rootraptor (87% power, 18 apr, mind damage) Mardegokalthorim the Rootraptor (87% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +8 acid While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Resists +15% nature Heal.mod +16% Heal/summ +17 ---------- misc Light +2 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
inquisitor's vined mindstar of balance (88% power, 18 apr, mind damage) inquisitor's vined mindstar of balance (88% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature/Disrupt Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit: * Deals 51 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's vined mindstar of balance (85% power, 18 apr, nature damage) nature's vined mindstar of balance (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +4% blight Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Disease- +12% ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of disruption (98% power, 24 apr, mind damage) thorny mindstar of disruption (98% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Disrupt Power 99% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Against +6% Unnatural 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 ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar (81% power, 18 apr, nature damage) vined mindstar (81% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Normal] Nature Power 82% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of balance (83% power, 18 apr, mind damage) vined mindstar of balance (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hardened leather sling hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling of piercing hardened leather sling of piercing4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +9% all Acc +8 (+3 eff.) Apr +7 Slings are used to hurl stones or metal shots at your foes. |
Satyrsnake (111% power, 3 apr, cold element) Satyrsnake (111% power, 3 apr, cold element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% cold Res.pen +25% mind +25% nature ----- def ----- Defense +8 (+4 eff.) Resists +6% acid +15% cold ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 49.78 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
cruel yew vilestaff of fate (120% power, 4 apr, acid element) cruel yew vilestaff of fate (120% power, 4 apr, acid element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Crit.mult +11.00% Spell.pwr +9 (+9 eff.) Dmg.mod +20% acid ----- def ----- Phys.save +7 (+4 eff.) Spell.save +6 (+5 eff.) Mind.save +8 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Delogrim the Skytooth (120% power, 4 apr) Delogrim the Skytooth (120% power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +20 lightning While equipped: dps ---------- Res.pen +8% all Acc +21 (+7 eff.) Apr +10 ---------- misc Max.stam +30.00 One-handed war axes. |
Getikaltholin the Blindsmasher (122% power, 4 apr) Getikaltholin the Blindsmasher (122% power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +6 nature +4 fire On Hit.r1 +4 darkness +12 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +3 Con dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +5% darkness +7% physical ----- def ----- Resists +6% darkness Disarm- +19% One-handed war axes. |
flaming steel waraxe of daylight (108% power, 3 apr) flaming steel waraxe of daylight (108% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 light Against +5% Undead On Hit.r1 +7 fire One-handed war axes. |
plaguebringer's steel waraxe of massacre (118% power, 3 apr) plaguebringer's steel waraxe of massacre (118% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane/Master Power 119% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 6 While equipped: ----- def ----- Disease- +15% One-handed war axes. |
Velirathra Velirathra1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) On Hit (Melee): * 20% chance to slow global speed by 46% * 20 arcane resource burn ----- def ----- Resists +9% acid +3% fire +6% nature Phys.save +8 (+4 eff.) A belt that goes around your waist. |
blurring rough leather belt blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +8 (+4 eff.) Stealth +5 A belt that goes around your waist. |
hardened leather belt of the giants hardened leather belt of the giants1.0 T3 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Spell.save +7 (+6 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Mardagrim the cashmere cloak (2 def, 0 armour) Mardagrim the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +25% acid On Hit (Melee): * 20 arcane resource burn * 20% chance to reduce armor by 16% ----- def ----- Defense +2 (+1 eff.) Resists +9% blight +6% darkness Max.HP +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Toharahir the cashmere cloak (2 def, 0 armour) Toharahir the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +1 Cun +3 Wil ----- def ----- Defense +2 (+1 eff.) Resists +12% acid Crit.chn- 10.00% Mind.save +7 (+3 eff.) ---------- misc See.Invis +18 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Woebloom' (9 def, 7 armour) cashmere cloak 'Woebloom' (9 def, 7 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +12% darkness Res.pen +15% fire Apr +2 ----- def ----- Armour +7 Defense +9 (+4 eff.) Phys.save +15 (+8 eff.) Spell.save +12 (+8 eff.) Mind.save +12 (+6 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Neryvena the woollen robe (4 def, 4 armour) Neryvena the woollen robe (4 def, 4 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +3 Str +4 Dex +7 Mag +2 Wil dps ---------- Dmg.mod +10% light ----- def ----- Armour +4 Defense +4 (+2 eff.) Resists +6% darkness +7% light +9% all Max.HP +37.00 ---------- misc Light +5 Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of corrosion (+15%) (0 def, 0 armour) focusing woollen robe of corrosion (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Dmg.mod +10% acid ----- def ----- Resists +15% acid +9% all ---------- misc Mana/turn +0.11 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of corrosion (+21%) (0 def, 0 armour) mindwoven cashmere robe of corrosion (+21%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +14% acid ----- def ----- Resists +21% acid +11% all Mind.save +19 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe (0 def, 0 armour) verdant woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% nature ----- def ----- Resists +9% all Poison- +23% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belidedin the Sootwisp (0 def, 3 armour) Belidedin the Sootwisp (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Mind.pwr +15 (+7 eff.) Dmg.mod +18% mind Melee Ret 6 mind 8 darkness ----- def ----- Armour +3 Resists +7% lightning +8% temporal ---------- misc Max.hate +4.00 A pair of boots made of leather. |
Flashspawner the pair of hardened leather boots (5 def, 3 armour) Flashspawner the pair of hardened leather boots (5 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind +12% fire Melee Ret 4 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Armour +3 Defense +5 (+2 eff.) Resists +6% mind Evasion: (Instant) Puts all charms on 30 cooldown 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 24% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Layoyavea the Frozenkiss (0 def, 4 armour) Layoyavea the Frozenkiss (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Wil dps ---------- Mind.crit +1% Dmg.mod +18% cold ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +9% temporal +5% arcane ---------- misc Max.hate +8.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Layyna the pair of iron boots (0 def, 3 armour) Layyna the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Str +4 Dex +4 Mag +3 Wil dps ---------- Phys.pwr +5 (+1 eff.) Apr +2 ----- def ----- Armour +3 Fatigue +2% Die.at -60.00 life Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Winterfury the pair of hardened leather boots (0 def, 3 armour) Winterfury the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +3 Wil +8 Cun +2 Con dps ---------- Dmg.mod +6% temporal ----- def ----- Armour +3 Resists +6% cold +6% temporal Phys.save +25 (+13 eff.) Spell.save +7 (+6 eff.) Mind.save +16 (+8 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.60 Max.stam +19.00 A pair of boots made of leather. |
pair of rough leather boots 'Poronn' (0 def, 5 armour) pair of rough leather boots 'Poronn' (0 def, 5 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Res.pen +5% mind ----- def ----- Armour +5 Resists +6% lightning +6% temporal HP.reg +4.00 A pair of boots made of leather. |
Rotwinnow the rough leather gloves (0 def, 1 armour) Rotwinnow the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +8 Dex +1 Mag +1 Con dps ---------- Dmg.mod +3% nature ----- def ----- Armour +1 Resists +3% nature HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 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. |
dwarven-steel gauntlets 'Blackvagrant' (0 def, 2 armour) dwarven-steel gauntlets 'Blackvagrant' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Psionic While equipped: dps ---------- Melee+ 7 lightning Dmg.mod +5% lightning Res.pen +25% darkness Acc +6 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 17% On Melee Ret: * 19 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning Phys.save +7 (+4 eff.) Spell.save +10 (+7 eff.) Mind.save +6 (+3 eff.) Disarm- +31% 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. |
storm iron gauntlets of magic (+3) (0 def, 1 armour) storm iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Melee+ 5 lightning Dmg.mod +3% arcane +3% lightning ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning 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. |
cashmere wizard hat 'Ce'Noranor' (2 def, 0 armour) cashmere wizard hat 'Ce'Noranor' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Dex +3 Mag +4 Cun dps ---------- Dmg.mod +14% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Defense +2 (+1 eff.) Resists +21% acid ---------- misc Light +1 A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Singesin' (2 def, 0 armour) cashmere wizard hat 'Singesin' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Dex +3 Mag dps ---------- Res.pen +15% fire ----- def ----- Defense +2 (+1 eff.) Resists +16% fire +6% darkness +8% cold A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Emath' (0 def, 4 armour) dwarven-steel helm 'Emath' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Dex dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +1% physical +8% fire +3% temporal +10% cold Heal.mod +20% Blind- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Zubetira' (6 def, 11 armour) dwarven-steel helm 'Zubetira' (6 def, 11 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil +3 Con ----- def ----- Armour +11 Defense +6 (+3 eff.) Fatigue +4% Resists +3% all Crit.chn- 10.00% Phys.save +10 (+5 eff.) ---------- misc Infravis +3 See.Invis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap (0 def, 3 armour) hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
miner's hardened leather cap (0 def, 6 armour) miner's hardened leather cap (0 def, 6 armour)2.0 T3 head armor [Ego] Master While equipped: ----- def ----- Armour +6 Fatigue +3% ---------- misc Infravis +2 A cap made of leather. |
thaloren rough leather cap (0 def, 1 armour) thaloren rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Wil ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Mind.save +6 (+3 eff.) A cap made of leather. |
dwarven-steel mail armour (3 def, 8 armour) dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of fire resistance (3 def, 8 armour) rejuvenating dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +18% fire HP.reg +3.30 ---------- misc Stam/turn +0.90 A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of fire resistance (3 def, 8 armour) rejuvenating dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +15% fire HP.reg +3.60 ---------- misc Stam/turn +1.10 A suit of armour made of mail. |
steel mail armour of lightning resistance (2 def, 6 armour) steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +19% lightning A suit of armour made of mail. |
steel mail armour of stability (2 def, 6 armour) steel mail armour of stability (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% physical Phys.save +10 (+5 eff.) A suit of armour made of mail. |
cleansing hardened leather armour (9 def, 6 armour) cleansing hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +12% nature +10% blight A suit of armour made of leather. |
prismatic cured leather armour of stability (6 def, 4 armour) prismatic cured leather armour of stability (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +6% physical +11% light +12% darkness Phys.save +10 (+5 eff.) A suit of armour made of leather. |
rejuvenating cured leather armour of acid resistance (6 def, 4 armour) rejuvenating cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +20% acid HP.reg +2.60 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
rejuvenating cured leather armour of the deep (6 def, 6 armour) rejuvenating cured leather armour of the deep (6 def, 6 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +6 (+3 eff.) Fatigue +7% Resists +5% acid +5% cold HP.reg +2.40 ---------- misc Stam/turn +0.70 Breathe water A suit of armour made of leather. |
Saleganor (0 def, 4 armour, 41 block) Saleganor (0 def, 4 armour, 41 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +4 Fatigue +8% Resists +18% acid +15% cold +6% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
acidic steel shield of acid resistance (+17%) (0 def, 4 armour, 40.5 block) acidic steel shield of acid resistance (+17%) (0 def, 4 armour, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 acid Melee Ret 3 acid ----- def ----- Armour +4 Fatigue +8% Resists +17% acid ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of resistance (0 def, 4 armour, 39 block) steel shield of resistance (0 def, 4 armour, 39 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +7% acid +7% fire +5% lightning +6% cold ---------- misc Talents +1 Block Handheld deflection devices. |
4 agate 4 agate0.0 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. |
217 alchemist agate 217 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. |
2 onyx 2 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. |
aquamarine 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 opal 2 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. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald 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. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Galydil the Offaltrail Galydil the Offaltrail1.0 T3 lite [Rare] Master While equipped: Stats +2 Cun +3 Wil dps ---------- Crit.mult +5.00% Dmg.mod +9% nature Melee Ret 4 darkness ----- def ----- Resists +9% nature ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(52 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal Focus0.0 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) 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 Chest 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. |
Murkenvy the yew totem of summon tentacle [power 240] (25 cooldown) Murkenvy the yew totem of summon tentacle [power 240] (25 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness +21% fire On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +9% darkness Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 611 Base Damage: 276 Armor: 11 All Resist: 9 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
powerful ash wand of shielding [power 188] (20 cooldown) powerful ash wand of shielding [power 188] (20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz 2 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. |
5 ametrine 5 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. |
4 citrine 4 citrine0.0 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. |
9 zircon 9 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
By Karsa Orlong the Thalore Berserker level 8
2nd Dusk 122nd year of Ascendancy at 16:59 see stats
By Karsa Orlong the Thalore Berserker level 10
23rd Dusk 122nd year of Ascendancy at 00:36 see stats
By Karsa Orlong the Thalore Berserker level 20
59th Dusk 122nd year of Ascendancy at 20:20 see stats
By Karsa Orlong the Thalore Berserker level 20
5th Haze 122nd year of Ascendancy at 16:33 see stats
By Karsa Orlong the Thalore Berserker level 7
3rd Mirth 122nd year of Ascendancy at 18:57 see stats
By Karsa Orlong the Thalore Berserker level 15
40th Dusk 122nd year of Ascendancy at 01:04 see stats
By Karsa Orlong the Thalore Berserker level 21
6th Haze 122nd year of Ascendancy at 05:53 see stats
Log
Shadow is protected by a layer of thick leaves.
Mayyda the sand-drake is protected by a layer of thick leaves.
Mayyda the sand-drake uses Set Up.
Mayyda the sand-drake is moving defensively!
Thorn Grab from Porugaba the blue jelly hits Karsa Orlong for 9 cold damage.
Bleeding from Porugaba the blue jelly hits Karsa Orlong for 32 cold damage.
Talent Infusion: Movement is ready to use.
Huge sandworm burrower is protected by a layer of thick leaves.
Thorn Grab from Porugaba the blue jelly hits Karsa Orlong for 9 cold damage.
Bleeding from Porugaba the blue jelly hits Karsa Orlong for 33 cold, 0 physical (33 total damage).
Karsa Orlong resists the effect 'Blinded'!
Something hits Karsa Orlong for 75 physical damage.
Thorn Grab from Porugaba the blue jelly hits Karsa Orlong for 9 cold damage.
Bleeding from Porugaba the blue jelly hits Karsa Orlong for 50 cold damage.
Something hits Karsa Orlong for 181 acid damage.
Karsa Orlong the level 21 thalore berserker was dissolved to death by Beluba the gigantic sandworm tunneler on level 1 of Sandworm lair.
Karsa Orlong's rage subsides!
Karsa Orlong no longer revels in blood quite so much.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Something killed Karsa Orlong!
Saving game...
Saving done.
Ran for 2 turns (stop reason: interesting character).
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!