




Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | --- |
| Mode | --- --- |
| Sex | Male |
| Race | Horror |
| Class | Eldritch |
| Level / Exp | 47 / 0% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
| Strength | 33 (base 21) |
| Dexterity | 22 (base 12) |
| Constitution | 58 (base 39) |
| Magic | 94 (base 60) |
| Willpower | 10 (base 10) |
| Cunning | 22 (base 22) |
Resources
| Life | 1062/1062 |
| Hate | 100/100 |
| Vim | 239/239 |
| Healing Factor | 0.82013395052681 |
| Regeneration | 4.100669752634 |
Speed
| Mental | -20% |
| Attack | 0% |
| Movement | +32.60995032651% |
| Spell | -20% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 10 |
| See Invisible | 30 |
| ESP Range | 10 |
| ESP Kinds | undead/blood |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 76 |
| Crit Chance | 10% |
| APR | 7 |
| Speed | 1.25 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 76 |
| Crit Chance | 16% |
| APR | 10 |
| Speed | 1.25 |
Offense: Spell
| Spellpower | 88 |
| Crit Chance | 27% |
| Speed | 1.25 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | -31% |
| Lightning | -44% |
| Light | -43% |
| Cold | -44% |
| Blight | -5% |
| Arcane | -44% |
| Fire | -44% |
| All | -54% |
Offense: Damage Penetration
| Light | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 10 (57.574340358689%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 55 |
| Spell Save | 41 |
| Mental Save | 20 |
Defense: Resistances
| Acid | +100%(100%) |
| Light | + 57%(100%) |
| Blight | +100%(100%) |
| Arcane | + 4%(100%) |
| Fire | -14%(100%) |
| All | + 13%(100%) |
Defense: Immunities
| Confusion Resistance | 50% |
| Stun Resistance | 100% |
| Stoning Resistance | 0% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| 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 665 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 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 -533 life. The duration and life will increase by 1% for every 1% life you have lost (currently 533 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 570 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Scourge | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Corruption / Rot | 0.80 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Corruption / Plague | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Effects
| talent | Infestation |
| talent | Worm that Walks Link |
| talent | Ruin |
| detrimental effect | Zone-wide effect: +10% arcane damage, -10% arcane resistance, -10% armour hardiness, -20% stoning immunity. Aether residue |
Quests
Equipment
| Tool | evasive yew totem of healing [power 302] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 302 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 18% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gladiator's gold ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +16 (+5 eff.) Changes stats: +6 Str / +7 Con Spellpower: +8 (+2 eff.) Mindpower: +7 (+4 eff.) Rings make your fingers look great! |
| On fingers | gold Prothotipe's Prismatic Eye ringRequires: - Level 15 Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+3 eff.) Physical power: +11 (+4 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +10 Dex / +5 Mag / +5 Con Changes resistances: +9% fire Changes damage: +10% lightning / +10% fire / +10% cold / +6% all Talent mastery: +0.20 Golem / Arcane Stun/Freeze immunity: +29% Life regen: +4.00 Spellpower: +11 (+2 eff.) Mindpower: +11 (+6 eff.) Talent on hit(spell): Eye Beam (10% chance level 2). Rings make your fingers look great! This item has been sent to the Item's Vault. |
| On fingers | gladiator's gold ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Damage (Melee): 18 light Damage (Ranged): 22 light Changes stats: +6 Str / +4 Mag / +7 Con Changes damage: +11% light Rings make your fingers look great! |
| On fingers | Glory of the PrideRequires: - Level 35 Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+4 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+3 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+12 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. This item has been sent to the Item's Vault. |
| Around waist | hardened leather belt 'Kindlepower'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% light Changes resistances penetration: +20% light Changes damage: +12% blight Physical save: +10 (+3 eff.) Spell crit. chance: +6% Mindpower: +6 (+3 eff.) Light radius: +3 Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
| Main armor | Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
| In off hand | Spellblaze Shard (120% power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
| In main hand | Blood-Edge (157% power, 7 apr)Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 157% Range: 1.4x Uses stats: 10% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Inventory
shielding rune of the titan (absorb 224; dur 3; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 224 damage for 3 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Xaneressra the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +29 (+6 eff.) Armour penetration: +14 Defense: +12 (+6 eff.) Damage when hit (Melee): 4 arcane Changes stats: +8 Dex Changes resistances: +36% light Changes damage: +18% light Spell save: +12 (+4 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +2% Damage Shield penetration: +30% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 20 Damage (Melee): 13 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 20 Damage (Ranged): 5 physical Changes stats: +3 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
mule's steel ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +20% fire Changes damage: +10% fire Maximum encumbrance: +24 Rings make your fingers look great! |
warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +20.00 Rings make your fingers look great! |
warrior's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Mental save: +10 (+5 eff.) Confusion immunity: +22% Rings make your fingers look great! |
wizard's copper ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
wizard's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Rings make your fingers look great! |
Life Drinker (152% power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 55% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 1.6 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 7.87 acid and 16.25 blight damage. If not cleared after five turns it will inflict 92.25 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 35% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Brightwyrd the stralite longsword (142% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 143% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 15% chance to reduce strength, dexterity, and constitution by 36 Damage (Melee): +13 blight / +20 acid Damage (radius 2) on crit: +8 acid / +4 fire When wielded/worn: Armour penetration: +18 Physical crit. chance: +22.0% Effects on melee hit: * 20% chance to reduce armor by 47% Critical mult.: +36.00% Disease immunity: +22% Sharp, long, and deadly. |
Corpathus (150% power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +27.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +42.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. This item has been sent to the Item's Vault. |
Cyrowyn (144% power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 144% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 36 Damage (Melee): +12 acid / +21 cold Damage (radius 1) on hit: +4 acid When wielded/worn: Changes resistances penetration: +15% arcane Changes damage: +9% acid Critical mult.: +20.00% Vim when firing critical spell: +2.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, long, and deadly. |
Mardorain (105% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 mind When wielded/worn: Physical crit. chance: +7.0% Changes stats: +3 Cun / +1 Wil Changes resistances: +5% arcane Changes damage: +12% arcane Sharp, long, and deadly. |
Punae's Blade (157% power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 157% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +20.0% Defense: +40 (+18 eff.) Combat speed: +20% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Toxingrind (112% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 112% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 darkness Damage (radius 1) on hit: +20 nature When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +6 (+3 eff.) Changes resistances: +12% nature / +3% cold Disarm immunity: +20% Sharp, long, and deadly. |
elemental dwarven-steel longsword of projection (126% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 127% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 136 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +9% lightning Changes damage: +9% lightning Sharp, long, and deadly. |
enhanced stralite longsword of disruption (144% power, 5 apr)Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 144% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon 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% Damage against: +13% Unnatural When wielded/worn: Changes stats: +7 Str / +11 Dex / +7 Mag / +5 Wil / +9 Cun / +3 Con Sharp, long, and deadly. |
enhanced stralite longsword of erosion (140% power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 140% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 nature When wielded/worn: Changes stats: +6 Str / +3 Dex / +7 Mag / +8 Wil / +7 Cun / +7 Con Sharp, long, and deadly. |
Rimebutcher (130% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +10 Defense: +15 (+8 eff.) Changes resistances penetration: +9% physical Changes damage: +6% cold Physical save: +6 (+2 eff.) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +10 (+2 eff.) Blunt and deadly. |
arcing dwarven-steel mace of daylight (135% power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 136% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 136 damage Damage (Melee): +5 light Damage against: +11% Undead Blunt and deadly. |
Arckin the dwarven-steel waraxe (124% power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 124% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 36 On weapon crit: * Splash the target with acid dealing 227 damage over 5 turns and reducing armor and accuracy by 29 Damage (Melee): +8 blight Damage (radius 2) on crit: +16 lightning When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 36 Damage when hit (Melee): 10 lightning Changes damage: +6% lightning One-handed war axes. |
Isebrewe the voratun waraxe (150% power, 19 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 12% chance to reduce strength, dexterity, and constitution by 36 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage Shield penetration (this weapon only): +15% Damage (Melee): +11 blight When wielded/worn: Physical crit. chance: +11.0% Changes resistances: +6% cold / +5% arcane / +6% mind Disease immunity: +34% Silence immunity: +20% Disarm immunity: +20% One-handed war axes. |
elemental dwarven-steel waraxe of evisceration (117% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 117% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 136 acid damage (1/turn) On weapon crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +10.0% Physical power: +6 (+2 eff.) Changes resistances penetration: +13% acid Changes damage: +5% acid One-handed war axes. |
flaming iron waraxe (103% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +5 fire One-handed war axes. |
iron waraxe (104% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
iron waraxe (104% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
iron waraxe of massacre (118% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 118% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
Jaw of RogrothRequires: - Level 15 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. This item has been sent to the Item's Vault. |
insulating rough leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +6% cold Mental save: +6 (+3 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
monstrous drakeskin leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +5 Str / +5 Con Physical save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
Cindersweeper (3 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Changes stats: +2 Cun Changes resistances: +18% cold / +3% fire / +9% all Changes damage: +12% blight / +6% fire / +12% cold Critical mult.: +11.00% Physical save: +15 (+5 eff.) Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
drakeskin leather gloves 'Isuwen' (15 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour penetration: +5 Armour: +3 Defense: +15 (+8 eff.) Changes stats: +2 Str / +5 Dex / +3 Con Changes resistances: +2% physical Physical save: +6 (+2 eff.) Life regen: +9.00 Stamina each turn: +1.70 Maximum stamina: +20.00 When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
fearforged stralite mail armour of thunder (4 def, 8 armour)Requires: - Heavy armour training - Strength 38 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +14 (+5 eff.) Armour: +8 Defense: +4 (+2 eff.) Fatigue: +23% Changes stats: +6 Str / +7 Mag / +4 Wil / +7 Con Changes resistances: +13% lightning / +8% fire / -17% light / +9% darkness Physical save: +9 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+4 eff.) Spellpower: +16 (+3 eff.) Spell crit. chance: +8% Mindpower: +10 (+5 eff.) Mental crit. chance: +6% A suit of armour made of mail. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+7 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. This item has been sent to the Item's Vault. |
rejuvenating rough leather armour of resilience (3 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Life regen: +2.20 Stamina each turn: +0.50 Maximum life: +21.00 A suit of armour made of leather. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
focusing iron torque of mindblast [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 46 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
ash wand of shielding [power 182] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
You gain 4.85 gold from the transmogrification of storming pouch of voratun shots of annihilation (22/22, 171% power, 14 apr).
You gain 1.95 gold from the transmogrification of barbed pouch of steel shots of torment (8/17, 136% power, 2 apr).
You gain 25.00 gold from the transmogrification of Forbidden Tome: "The Illusory Castle".
You gain 2.17 gold from the transmogrification of voratun shield of physical resistance (+17%) (0 def, 10 armour, 179% power, 201.5 block).
You gain 5.80 gold from the transmogrification of corrosive stralite shield of mind resistance (+17%) (0 def, 8 armour, 157% power, 140.5 block).
You gain 10.41 gold from the transmogrification of voratun plate armour of the dragon (0 def, 16 armour).
You gain 8.32 gold from the transmogrification of radiant voratun plate armour of command (15 def, 23 armour).
You gain 11.86 gold from the transmogrification of impenetrable voratun plate armour of the dragon (0 def, 31 armour).
You gain 6.13 gold from the transmogrification of enlightening voratun plate armour (0 def, 16 armour).
You gain 4.18 gold from the transmogrification of prismatic hardened leather armour of alacrity (9 def, 6 armour).
You gain 4.30 gold from the transmogrification of steel mail armour of command (10 def, 12 armour).
You gain 7.59 gold from the transmogrification of searing voratun mail armour of implacability (5 def, 17 armour).
You gain 5.51 gold from the transmogrification of radiant voratun mail armour of resilience (5 def, 10 armour).
You gain 3.39 gold from the transmogrification of radiant iron mail armour of cold resistance (2 def, 4 armour).
You gain 8.54 gold from the transmogrification of fearforged dwarven-steel mail armour of implacability (3 def, 15 armour).
You gain 3.90 gold from the transmogrification of quick voratun waraxe (147% power, 6 apr).
You gain 16.05 gold from the transmogrification of bloodlich's dragonbone vilestaff of power (136% power, 6 apr, blight element).
You gain 5.00 gold from the transmogrification of fungal hardened leather sling of piercing.
You gain 18.30 gold from the transmogrification of enhanced drakeskin leather sling of enduring.
You gain 10.36 gold from the transmogrification of plaguebringer's voratun mace of shearing (156% power, 6 apr).
You gain 4.31 gold from the transmogrification of elemental iron greatsword of erosion (110% power, 1 apr).
You gain 3.75 gold from the transmogrification of voratun greatmaul of corruption (178% power, 4 apr).
You gain 25.00 gold from the transmogrification of voratun greatmaul 'Sunbiter' (179% power, 4 apr).
You gain 6.30 gold from the transmogrification of truestriking voratun greatmaul (174% power, 4 apr).
You gain 15.29 gold from the transmogrification of warbringer's voratun battleaxe of ruin (170% power, 4 apr).
You gain 7.69 gold from the transmogrification of quick voratun battleaxe of crippling (170% power, 4 apr).
You gain 4.25 gold from the transmogrification of acidic voratun battleaxe of corruption (166% power, 4 apr).
You gain 9.42 gold from the transmogrification of protective voratun amulet of murder.
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.





























































