










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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:
Items Vault 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Thalore |
Class | Berserker |
Level / Exp | 21 / 81% |
Size | medium |
Lifes / Deaths | Killed by skeleton magus at level 7 on the 8th Haze 122nd year of Ascendancy at 14:11 0 / 6Killed by orc corruptor at level 14 on the 60th Haze 122nd year of Ascendancy at 06:54 Killed by ultimate gwelgoroth at level 15 on the 67th Haze 122nd year of Ascendancy at 14:50 Killed by Lisoma the skeleton mage at level 15 on the 10th Decay 122nd year of Ascendancy at 20:33 Killed by ThaBezune at level 19 on the 22nd Regrowth 123rd year of Ascendancy at 01:59 Killed by Elynne the electric eel at level 21 on the 54th Regrowth 123rd year of Ascendancy at 12:56 |
Antimagic | Follower |
Primary Stats
Strength | 62 (base 50) |
Dexterity | 17 (base 11) |
Constitution | 28 (base 13) |
Magic | 8 (base 10) |
Willpower | 70 (base 38) |
Cunning | 14 (base 10) |
Resources
Life | -146/736 |
Stamina | 293/330 |
Equilibrium | 0 |
Healing Factor | 1.5556298990388 |
Regeneration | 19.056466263226 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 23.342941493866 |
See Invisible | 28.342941493866 |
Offense: Mainhand
Damage | 114 |
Accuracy | 42 |
Crit Chance | 16% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
All | 0% |
Physical | +10% |
Cold | +15% |
Nature | +10% |
Offense: Damage Penetration
Acid | +5% |
Physical | +10% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 42.08934837382 (81.151787968034%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 0 |
Physical Save | 45 |
Spell Save | 36 |
Mental Save | 42 |
Defense: Resistances
Lightning | + 12%( 70%) |
Darkness | + 23%( 70%) |
Nature | + 32%( 70%) |
Blight | + 20%( 70%) |
Physical | + 9%( 70%) |
Cold | + 46%( 70%) |
All | + 6%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 271 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 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 -467 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1027 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 165 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the injured seer from death by ThaBezune. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the repented thief from death by Glorassra the giant blue ant. Escort: repented thief (level 2 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+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 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 |
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. | 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. You have been shown a secret entrance to his stronghold. | 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 ritch stinger. Keep as much venom in it as possible.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed green worm. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within4 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 | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Wil dps ---------- Mov.spd +10% Dmg.mod +9% acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Fatigue -3% Max.HP +37.00 ---------- misc Stam/turn +0.40 Psi/ret +0.04 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +6 See.Stealth +6 See.Invis +8 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 | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Phys.crit +7.0% Apr +1 ----- def ----- Fatigue -7% Resists +3% physical ---------- misc Stam/turn +1.00 See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Phys.save +7 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+2 eff.) Max.HP +46.00 HP.reg +6.00 Heal.mod +11% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 19.57 cold and 18.72 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% lightning Phys.save +15 (+5 eff.) Mind.save +6 (+2 eff.) Max.HP +33.00 HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
In main hand | ![]() 3.0 T3 greatsword 2H weapon [Ego+] Nature/Master Power 37.0 - 59.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Res.pen +10% physical Acc +9 (+3 eff.) Apr +9 Massive two-handed swords. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+2 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+2 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Main armor | ![]() 12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +10 (+6 eff.) Resists +18% cold +18% darkness +18% nature Heal.mod +25% ---------- misc Cooldown Gift of the Woods -5 Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% acid ----- def ----- Armour +6 Defense +2 (+2 eff.) Resists +12% blight Phys.save +10 (+3 eff.) Mind.save +7 (+2 eff.) Die.at -50.00 life Heal.mod +5% Blind- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 229 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% temporal Pinning- +26% Knockbk- +24% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% blight Acc +6 (+2 eff.) ----- def ----- Resists +10% blight Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master Power 58.5 - 87.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +26 light Against +42% Undead On Hit.r1 +16 fire While equipped: Stats +1 Cun dps ---------- Res.pen +14% all Acc +24 (+8 eff.) Apr +12 ----- def ----- Resists +6% mind +3% blight Phys.save +6 (+2 eff.) Heal.mod +15% Massive two-handed battleaxes. |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str 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 a temporary damage shield there is 51% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Master Power 37.0 - 55.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Master Power 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +8 darkness On Hit.r1 +4 darkness While equipped: dps ---------- Spell.crit +2% Crit.mult +20.00% ----- def ----- Resists +5% arcane ---------- misc Vim/s.crit +2.00 Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Arcane Power 17.5 - 28.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 16.5 - 26.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Arcane/Psionic Power 25.5 - 40.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 mind +7 light Against +9% Undead On Hit: * 14% chance to reduce all saves and defense by 26 While equipped: Stats +2 Cun +2 Wil Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Ego] Arcane Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 temporal On Hit.r1 +8 fire While equipped: ----- def ----- Resists +10% temporal Sharp, long, and deadly. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag 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 (+3 eff.) Dmg.mod +30% lightning +3% temporal +6% blight Res.pen +10% lightning Melee Ret 2 blight ---------- misc Mana/turn +0.16 Max.mana +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +6% fire +3% light +6% cold Spell.save +6 (+3 eff.) ---------- misc Max.hate +8.00 Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.crit +1% Mind.pwr +3 (+1 eff.) ----- def ----- Crit.dmg- 15.00% Phys.save +6 (+2 eff.) ---------- misc Psi/ret +0.12 Hate/m.crit +3.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Cun +3 Mag dps ---------- Phys.crit +3.0% Spell.pwr +3 (+2 eff.) Apr +3 ----- def ----- Armour +4 Mind.save +6 (+2 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- On Hit (Melee): * 20 arcane resource burn * 10% chance to reduce armor by 9% ----- def ----- Defense +1 (+1 eff.) Resists +6% cold +3% fire 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 [Rare] Master While equipped: dps ---------- Dmg.mod +9% cold Res.pen +10% cold Melee Ret 8 light ----- def ----- Armour +7 Defense +2 (+2 eff.) Resists +6% lightning +16% cold +9% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +14% light ----- def ----- Resists +21% light +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Armour +1 Resists +15% lightning +6% temporal A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex dps ---------- Crit.mult +10.00% ----- def ----- Armour +3 Defense +5 (+3 eff.) Fatigue -2% Phys.save +5 (+1 eff.) Die.at -20.00 life ---------- 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. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue -3% Resists +9% blight +3% temporal +5% arcane +9% acid Phys.save +6 (+2 eff.) ---------- misc Max.enc +35 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 7 temporal Ranged+ 5 temporal Dmg.mod +3% acid +5% temporal +3% darkness Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce armor by 9% * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +2 Fatigue +3% Resists +7% temporal 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. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 50.47 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +3% light +3% physical ----- def ----- Armour +6 Fatigue +1% Resists +9% light 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 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +5% lightning Apr +1 ----- def ----- Armour +8 Fatigue +4% Resists +3% lightning +4% physical Phys.save +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +1 Wil ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +12% blight +10% darkness Max.HP +24.00 HP.reg +3.00 Heal.mod +13% ---------- misc Light +2 A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+3 eff.) Rng.Def +8 (+5 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 T1 massive armor Reqs Massive armour training [Ego] Disrupt While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +11% nature +11% blight 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 (+4 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 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 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+0 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 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 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. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 ThaBezune the Thalore Berserker level 14
60th Haze 122nd year of Ascendancy at 07:19 see stats
By ThaBezune the Thalore Berserker level 14
47th Haze 122nd year of Ascendancy at 00:29 see stats
By ThaBezune the Thalore Berserker level 10
10th Haze 122nd year of Ascendancy at 22:52 see stats
By ThaBezune the Thalore Berserker level 20
22nd Regrowth 123rd year of Ascendancy at 19:43 see stats
By ThaBezune the Thalore Berserker level 16
2nd Wintertide 123rd year of Ascendancy at 09:04 see stats
By ThaBezune the Thalore Berserker level 7
8th Haze 122nd year of Ascendancy at 12:32 see stats
By ThaBezune the Thalore Berserker level 10
10th Haze 122nd year of Ascendancy at 23:03 see stats
By ThaBezune the Thalore Berserker level 17
4th Regrowth 123rd year of Ascendancy at 12:45 see stats
By ThaBezune the Thalore Berserker level 14
53rd Haze 122nd year of Ascendancy at 16:30 see stats
By ThaBezune the Thalore Berserker level 17
3rd Regrowth 123rd year of Ascendancy at 13:33 see stats
By ThaBezune the Thalore Berserker level 19
21st Regrowth 123rd year of Ascendancy at 23:56 see stats
Log
Elynne the electric eel strikes a deadly pressure point on the target.
Elynne the electric eel strikes at a vital spot on ThaBezune!
Elynne the electric eel hits ThaBezune for 44 physical, 4 cold (48 total damage).
ThaBezune is mortally wounded!
Touch of Death from Elynne the electric eel hits ThaBezune for 44 physical damage.
ThaBezune performs a melee critical strike against Elynne the electric eel!
Elynne the electric eel reacts to an attack from ThaBezune, mitigating the blow!.
ThaBezune revels in the spilt blood and grows stronger!
ThaBezune hits Elynne the electric eel for (12 flat reduction), (48 reacted , -5 stam), 147 physical, (8 flat reduction), 0 nature, (12 flat reduction), 10 arcane (157 total damage).
Elynne the electric eel throws a finishing uppercut.
ThaBezune is stunned!
Elynne the electric eel hits ThaBezune for 142 physical, 3 cold (145 total damage).
Touch of Death from Elynne the electric eel hits ThaBezune for 57 physical damage.
Elynne the electric eel throws two quick punches.
ThaBezune is recovering from the damage!
Elynne the electric eel hits ThaBezune for 125 physical, 3 cold, 119 physical, 3 cold (250 total damage).
Talent Antimagic Zone is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Rush is ready to use.
Touch of Death from Elynne the electric eel hits ThaBezune for 75 physical damage.
Elynne the electric eel is no longer evading attacks.
Elynne the electric eel throws a concussive punch.
ThaBezune explodes into a shower of gore!
ThaBezune overcomes the touch of death.
Elynne the electric eel hits ThaBezune for 125 physical, 3 cold, 136 physical (264 total damage).
ThaBezune the level 21 thalore berserker was crushed to death by Elynne the electric eel on level 2 of Lake of Nur.
ThaBezune no longer revels in blood quite so much.
ThaBezune's rage subsides!