










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:
Items Vault 1.7.6Donators/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 1.7.4This 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 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 | Normal Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Berserker |
| Level / Exp | 23 / 69% |
| Size | big |
| Lifes / Deaths | Killed by elven cultist at level 13 on the 15th Dusk 122nd year of Ascendancy at 01:38 0 / 6Killed by Mayavena the yellow ooze at level 18 on the 70th Dusk 122nd year of Ascendancy at 09:57 Killed by Assassin Lord at level 18 on the 77th Dusk 122nd year of Ascendancy at 11:26 Killed by Assassin Lord at level 18 on the 77th Dusk 122nd year of Ascendancy at 11:59 Killed by Arawen the elder vampire at level 21 on the 66th Haze 122nd year of Ascendancy at 16:01 Killed by Ce'Nilrabeth the Guardian at level 23 on the 57th Regrowth 123rd year of Ascendancy at 02:34 |
Primary Stats
| Strength | 82 (base 53) |
| Dexterity | 24 (base 11) |
| Constitution | 62 (base 36) |
| Magic | 15 (base 10) |
| Willpower | 33 (base 21) |
| Cunning | 14 (base 10) |
Resources
| Life | -37/785 |
| Stamina | 179/224 |
| Healing Factor | 1.6398029716163 |
| Regeneration | 20.772281175129 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 125 |
| Accuracy | 36 |
| Crit Chance | 5% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +11% |
| Darkness | +9% |
| Cold | +18% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Temporal | +10% |
| Fire | +25% |
| Physical | +10% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 29 (30%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 10 |
| Physical Save | 38 |
| Spell Save | 16 |
| Mental Save | 27 |
Defense: Resistances
| Lightning | + 34%( 70%) |
| Cold | + 16%( 70%) |
| Temporal | + 16%( 70%) |
| Blight | + 20%( 70%) |
| Mind | + 26%( 70%) |
| Fire | + 22%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 26% |
| Confusion Resistance | 20% |
| Disarm Resistance | 56% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 339 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 646% 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 Strength 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 209 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lone alchemist from death by sick giant white mouse. Escort: lone alchemist (level 2 of Heart of the Gloom) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the repented thief from death by Woe Bringer. Escort: repented thief (level 1 of Heart of the Gloom) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower by +5. | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 explosive force. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed black mamba head. * You've found the needed sandworm tooth. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
| On feet | restorative pair of rough leather boots of evasion (3 def, 1 armour)2.0 T1 feet armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +1 Defense +3 (+2 eff.) HP.reg +1.00 Heal.mod +10% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 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 22% 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. |
| Light source | Xerissra the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: Stats +4 Dex +2 Mag dps ---------- Mind.crit +9% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +8 Mind.save +6 (+3 eff.) ---------- misc Stam/turn +2.00 Light +4 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | bladed dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 223.9 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Aeranne the Hazemire [power 180] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +5 Con dps ---------- Crit.mult +5.00% Phys.pwr +10 (+2 eff.) Dmg.mod +9% cold Res.pen +10% physical ----- def ----- Armour +8 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 180 physical damage Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gladiator's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +1 Mag +5 Con dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 13 light Ranged+ 13 light Dmg.mod +11% light Rings make your fingers look great! |
| On fingers | steel ring 'Arthathad'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +8 Str +1 Dex +2 Wil dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- HP.reg +2.00 Stun/Frz- +26% Rings make your fingers look great! |
| Around waist | Earysagen the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +9% lightning +8% fire +7% temporal +7% cold Phys.save +7 (+3 eff.) Mind.save +9 (+4 eff.) Heal.mod +5% Disarm- +20% ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | Emawen the dwarven-steel greatsword (38-61 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Arcane Power 38.0 - 60.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +9 fire While equipped: Stats +1 Wil ----- def ----- Resists +6% mind +3% blight Mind.save +3 (+1 eff.) Silence- +20% Disarm- +10% Confus- +20% Massive two-handed swords. |
| On hands | Emeratta the Blastpython (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Wil +4 Con dps ---------- Res.pen +10% cold +10% temporal Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Fatigue +3% Resists +18% lightning Disarm- +26% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Airsun the hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +3% cold Melee Ret 2 lightning ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +12% mind Max.HP +22.00 HP.reg +4.00 Heal.mod +15% A suit of armour made of leather. |
| Cloak | Nerisetira the Eclipsequill (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +9% darkness Res.pen +15% darkness Melee Ret 6 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Defense +2 (+1 eff.) Resists +6% fire ---------- misc Psi/ret +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Porariba the Burnpower0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +4 Mag +4 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +6% cold +9% fire Res.pen +25% fire ----- def ----- Fatigue -5% Crit.chn- 5.00% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Inventory
movement infusion of the psychic (speed 499%; 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 499% 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 wizard (speed 456%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 456% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; arcane, physical, nature, cold)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 arcane, 2 physical, 3 nature, 3 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (282.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 282.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 3; phase 20; cd 17)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 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 20%, your defense is increased by 20 and all your resistances by 20%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 89; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd 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 89 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 103; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 103 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Thunderstoker the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +9% lightning +9% cold Res.pen +15% lightning Melee Ret 2 lightning ----- def ----- Resists +3% lightning Amulets make your neck look great! |
insulating steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +12% fire +10% cold Amulets make your neck look great! |
steel amulet 'Bethyldara'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Lck dps ---------- Res.pen +15% temporal Acc +7 (+4 eff.) Melee Ret 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +6 (+3 eff.) Resists +12% fire +12% cold Phys.save +13 (+5 eff.) Spell.save +11 (+7 eff.) Mind.save +11 (+5 eff.) Unseen.red 11% Amulets make your neck look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) Rings make your fingers look great! |
warrior's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +8 (+6 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Armour +4 Rings make your fingers look great! |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+8 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
balanced dwarven-steel dagger of erosion (17-22 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Nature/Master Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +23% Sharp, short and deadly. |
dwarven-steel dagger (17-22 power, 7 apr)1.0 T3 dagger 1H weapon [Normal] Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
blazebringer's steel greatmaul of crippling (27-40 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego++] Nature/Master Power 27.0 - 40.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit.r2 +20 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% All.spd +4% Res.pen +10% fire Massive two-handed mauls. |
elemental dwarven-steel greatmaul of massacre (54-80 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Arcane/Master Power 53.5 - 80.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 16 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +12% fire Res.pen +7% fire Massive two-handed mauls. |
hateful dwarven-steel greatmaul of vileness (42-63 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Arcane/Psionic Power 42.0 - 63.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 blight +10 darkness Against +10% Living On Hit: * 12% chance to reduce strength, dexterity, and constitution by 9 Massive two-handed mauls. |
steel greatmaul (28-42 power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 28.0 - 42.0 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. |
Vorith the Dimcut (24-38 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Spell.save +6 (+5 eff.) Max.HP +20.00 Confus- +10% Massive two-handed swords. |
enhanced steel greatsword of crippling (23-37 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego++] Nature/Master Power 23.0 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Str +7 Dex +5 Mag +7 Wil +7 Cun +7 Con dps ---------- Phys.crit +9.0% Massive two-handed swords. |
Adylrama (24-34 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Nature Power 24.0 - 33.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Str +6 Dex +6 Mag +7 Wil +6 Cun +14 Con dps ---------- Crit.mult +20.00% ---------- misc Max.stam +10.00 Sharp, long, and deadly. |
dwarven-steel mace 'Skywyrd' (26-37 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +25% lightning Acc +10 (+5 eff.) Melee Ret 8 blight 4 lightning ----- def ----- Defense +7 (+4 eff.) Resists +9% lightning Disarm- +25% Blunt and deadly. |
River's Fury (23-32 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+7 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+5 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 5.54 cold damage and 4.70 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
deep-steel trident of enduring (30-47 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Nature Power 29.5 - 47.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% While equipped: Stats +10 Con +12 Wil ----- def ----- Max.HP +31.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Aereda the voratun waraxe (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Disrupt/Master Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +8 physical On Crit.r2 +78 fire On Crit: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% * Deals 47 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +9 (+2 eff.) All.spd +7% Res.pen +14% fire ----- def ----- Defense +15 (+8 eff.) Resists +1% physical ---------- misc Max.stam +20.00 One-handed war axes. |
Elenudar the Dimarc (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 cold While equipped: dps ---------- Res.pen +10% darkness +5% temporal On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Resists +3% temporal Pinning- +20% One-handed war axes. |
Xalle the dwarven-steel waraxe (20-27 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Nature Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +8 mind While equipped: Stats +6 Con +10 Wil dps ---------- Res.pen +20% mind ----- def ----- Resists +9% acid +5% arcane +3% darkness +9% lightning Max.HP +35.00 ---------- misc Psi/ret +0.16 One-handed war axes. |
dwarven-steel waraxe of rage (21-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +7% physical Acc +11 (+5 eff.) One-handed war axes. |
Blastreeve1.0 T3 belt armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.pwr +7 (+4 eff.) Dmg.mod +12% lightning +3% fire Res.pen +10% lightning Melee Ret 2 lightning ----- def ----- Resists +7% acid +14% fire +13% lightning +5% cold Phys.save +7 (+3 eff.) HP.reg +1.10 Heal.mod +21% A belt that goes around your waist. |
Lisyriathra the Carrionwreck1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +6% nature Melee Ret 4 fire ----- def ----- Resists +12% temporal Mind.save +11 (+5 eff.) Die.at -80.00 life Poison- +20% A belt that goes around your waist. |
Mayolle1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Armour +6 Resists +3% cold Spell.save +6 (+5 eff.) Silence- +10% ---------- misc Size +1 A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Kindlehash (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +6% fire Res.pen +15% darkness +25% fire ----- def ----- Defense +2 (+1 eff.) Resists +15% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Frozenmaim' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+0 eff.) Dmg.mod +3% acid Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Resists +3% acid +9% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pitchseam (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Mov.spd +25% Dmg.mod +3% darkness +9% temporal Res.pen +5% blight ----- def ----- Armour +3 Fatigue +2% Def/telep +10 Res/telep +10% Dur/telep +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Torchclash' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire +12% temporal Res.pen +15% temporal +10% fire ----- def ----- Armour +3 Fatigue +2% Resists +6% cold +7% fire +3% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Belufast the rough leather gloves (0 def, 3 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Melee+ 6 acid Dmg.mod +3% acid ----- def ----- Armour +3 Resists +6% acid +2% physical ---------- misc Stam/turn +3.00 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. |
Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+4 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+4 eff.) Max.HP +20.00 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 have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
alchemist's dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Melee+ 5 acid 5 fire 5 cold 5 lightning ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
temporal dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 7 temporal Ranged+ 8 temporal Dmg.mod +4% temporal ----- def ----- Armour +2 Fatigue +3% Resists +5% 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. |
Dairudar the dwarven-steel helm (25 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +4 Defense +25 (+13 eff.) Fatigue +4% Resists +14% light +13% darkness ---------- misc Stam/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 223.9 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of trickery (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ichorreaper the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +25% nature Acc +10 (+5 eff.) Melee Ret 2 physical ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +16% lightning +3% nature A suit of armour made of leather. |
cured leather armour 'Cleansehash' (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +9% nature Res.pen +15% nature +10% physical ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +18% fire ---------- misc Max.stam +20.00 A suit of armour made of leather. |
cured leather armour 'Isletira' (13 def, 9 armour)9.0 T2 light armor [Rare] Psionic While equipped: Stats +4 Dex +2 Wil +2 Cun +4 Con dps ---------- Dmg.mod +6% physical Res.pen +5% physical ----- def ----- Armour +9 Defense +13 (+7 eff.) Fatigue +7% Mind.save +13 (+6 eff.) Die.at -80.00 life A suit of armour made of leather. |
enlightening cured leather armour of the deep (6 def, 6 armour)9.0 T2 light armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +6 Defense +6 (+3 eff.) Fatigue +7% Resists +7% acid +6% cold Mind.save +10 (+5 eff.) ---------- misc Breathe water A suit of armour made of leather. |
steel plate armour 'Islumina' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +2 Dex +3 Mag +5 Wil ----- def ----- Armour +9 Fatigue +22% Resists +10% blight +18% fire +10% darkness +17% lightning ---------- misc Light +1 A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
coruscating dwarven-steel shield of fire resistance (+30%) (0 def, 6 armour, 83.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str dps ---------- Melee Ret 3 fire ----- def ----- Armour +6 Fatigue +8% Resists +30% fire ---------- misc Talents +1 Block Handheld deflection devices. |
5 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. |
6 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
15 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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. |
5 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. |
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.(88 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +42.00 Heal.mod +11% ---------- 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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+5 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 44 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
iron torque of gale force [power 110] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force [power 150] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 150 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
evasive elm totem of thorny skin [power 16] (20 cooldown)2.0 T1 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
piercing elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
12 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. |
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 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. |
9 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 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
Curse Lifter
Killed Ben Cruthdar the Cursed.By Woe Bringer the Thalore Berserker level 18
45th Haze 122nd year of Ascendancy at 23:47 see stats
Exterminator
Killed 1000 creatures.By Woe Bringer the Thalore Berserker level 18
55th Haze 122nd year of Ascendancy at 05:23 see stats
Level 10
Got a character to level 10.By Woe Bringer the Thalore Berserker level 10
10th Mirth 122nd year of Ascendancy at 14:49 see stats
Level 20
Got a character to level 20.By Woe Bringer the Thalore Berserker level 20
65th Haze 122nd year of Ascendancy at 12:41 see stats
Size matters
Did over 600 damage in one attack.By Woe Bringer the Thalore Berserker level 21
67th Haze 122nd year of Ascendancy at 00:31 see stats
The Arena
Unlocked Arena mode.By Woe Bringer the Thalore Berserker level 11
1st Summertide 122nd year of Ascendancy at 07:56 see stats
The secret city
Discovered the truth about mages.By Woe Bringer the Thalore Berserker level 13
1st Dusk 122nd year of Ascendancy at 07:15 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Woe Bringer the Thalore Berserker level 16
45th Dusk 122nd year of Ascendancy at 15:38 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Woe Bringer the Thalore Berserker level 20
66th Haze 122nd year of Ascendancy at 07:09 see stats
Log
Talent Vitality is ready to use.
Deep Wound from Ce'Nilrabeth the Guardian hits Woe Bringer for 35 physical damage.
Woe Bringer misses Ce'Nilrabeth the Guardian.
Ce'Nilrabeth the Guardian uses Perfect Strike.
Ce'Nilrabeth the Guardian aims carefully.
Ce'Nilrabeth the Guardian uses his faceted torque!
Ce'Nilrabeth the Guardian hits Woe Bringer for 172 physical damage.
Woe Bringer is recovering from the damage!
Deep Wound from Ce'Nilrabeth the Guardian hits Woe Bringer for 35 physical damage.
Woe Bringer uses Infusion: Regeneration.
Woe Bringer starts regenerating health quickly.
Deep Wound from Ce'Nilrabeth the Guardian hits Woe Bringer for 35 physical damage.
Woe Bringer rushes out!
Woe Bringer hits Ce'Nilrabeth the Guardian for (78 blocked), 0 physical, (13 blocked), 0 light, (9 blocked), 0 fire (0 total damage).
Melee retaliation hits Woe Bringer for 2 fire damage.
Ce'Nilrabeth the Guardian uses Shield Pummel.
Ce'Nilrabeth the Guardian performs a melee critical strike against Woe Bringer!
Woe Bringer resists the shield bash!
Ce'Nilrabeth the Guardian hits Woe Bringer for 231 physical, 14 fire, 20 fire, 94 physical, 11 fire, 16 fire (386 total damage).
Melee retaliation hits Ce'Nilrabeth the Guardian for 2 lightning, 2 temporal, 5 darkness, 2 lightning, 2 temporal, 5 darkness (17 total damage).
Ce'Nilrabeth the Guardian's spell attains critical power!
Ce'Nilrabeth the Guardian hits Woe Bringer for 69 physical, 5 fire, 73 lightning (147 total damage).
Greater Weapon Focus from Ce'Nilrabeth the Guardian hits Woe Bringer for 53 physical damage.
Melee retaliation hits Ce'Nilrabeth the Guardian for 2 lightning, 2 temporal, 5 darkness, 2 lightning, 2 temporal, 5 darkness (17 total damage).
Woe Bringer the level 23 thalore berserker was bludgeoned to death by Ce'Nilrabeth the Guardian on level 1 of Ruined Dungeon.
Ce'Nilrabeth the Guardian prepares for the next kill!
Woe Bringer's rage subsides!













































































































