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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
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.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Orcs |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 39 / 61% |
| Size | big |
| Lifes / Deaths | Killed by thought-forged bowman at level 23 on the 10th Pain 124th year of Ascendancy at 11:33 0 / 8Killed by Areth the ritch larva at level 24 on the 10th Pain 124th year of Ascendancy at 18:07 Killed by Bahrabasp the shalore at level 28 on the 13rd Pain 124th year of Ascendancy at 06:39 Killed by Adamadi the shalore at level 30 on the 29th Pain 124th year of Ascendancy at 00:24 Killed by Nerunn the panther at level 30 on the 30th Pain 124th year of Ascendancy at 00:57 Killed by Eluth the whitehoof ghoul at level 36 on the 16th Dearth 124th year of Ascendancy at 07:39 Killed by Arodhelaith the broken golem at level 36 on the 16th Dearth 124th year of Ascendancy at 09:21 Killed by High Sun Paladin Aeryn at level 39 on the 20th Loss 124th year of Ascendancy at 02:33 |
Primary Stats
| Strength | 104 (base 60) |
| Dexterity | 47 (base 16) |
| Constitution | 74 (base 21) |
| Magic | 13 (base 10) |
| Willpower | 24 (base 19) |
| Cunning | 94 (base 60) |
Resources
| Life | -367/1437 |
| Steam | 100/100 |
| Healing Factor | 1.8054178987917 |
| Regeneration | 35.371136535337 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 11 |
Offense: Mainhand
| Damage | 120 |
| Accuracy | 63 |
| Crit Chance | 28% |
| APR | 40 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 56 |
| Accuracy | 63 |
| Crit Chance | 27% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Nature | +21% |
| Acid | +3% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Fire | +20% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 88.450656766708 (90.676516984895%) |
| Defense | 61 |
| Ranged Defense | 61 |
| Fatigue | 33 |
| Physical Save | 58 |
| Spell Save | 18 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 57%( 70%) |
| Blight | + 66%( 70%) |
| Physical | + 44%( 70%) |
| Cold | + 70%( 70%) |
| All | + 25%( 70%) |
| Lightning | + 57%( 70%) |
| Light | + 30%( 70%) |
| Mind | + 30%( 70%) |
| Darkness | + 52%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 60%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 79% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/4)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.8 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 146% efficiency and cooldown mod of 51%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.0 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.40 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | wanderer's pair of hardened leather boots of strife (0 def, 3 armour) 2.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +4 Wil +2 Cun +5 Con dps ---------- Mind.pwr +4 (+1 eff.) Res.pen +5% physical ----- def ----- Armour +3 Phys.save +26 (+7 eff.) Mind.save +14 (+5 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% Blindside: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 35 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Quiver | deadly quiver of elm arrows of wind (19/19, 131% power, 5 apr)3.0 T1 arrow ammo [Ego] Nature/Master Power 131% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 19 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 174 physical damage Arrows are used with bows to pierce your foes to death. |
| Light source | Blindpower the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +18% nature Res.pen +10% darkness +20% fire Melee Ret 4 nature 6 darkness ----- def ----- Resists +9% blight +6% fire HP.reg +7.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Demonjustice the voratun helm (8 def, 13 armour) 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +1 Str +15 Dex +9 Cun dps ---------- Mind.crit +2% Dmg.mod +3% darkness ----- def ----- Armour +13 Defense +8 (+2 eff.) Fatigue +5% Resists +15% acid +21% darkness +15% lightning +15% fire +15% cold +7% all Phys.save +15 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Max.psi +30.00 Infravis +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Siluth (0 def, 2 armour) 1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun +1 Mag dps ---------- S.pwr/crit +4 Melee+ 8 mind Dmg.mod +5% mind Acc +7 (+2 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Armour +2 Resists +6% light +14% darkness +6% mind Spell.save +6 (+4 eff.) Disarm- +80% ---------- misc Infravis +4 Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 4.2 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 30 for 7 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On fingers | rogue's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Cun dps ---------- Acc +10 (+3 eff.) Apr +8 ----- def ----- Defense +16 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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 107% 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! |
| On fingers | sneakthief's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +7 (+2 eff.) Rings make your fingers look great! |
| Around neck | wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
| In main hand | Frostbite (117% power, 12 apr) 3.0 T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 117% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +3.0% Atk.spd 100% Block +60 Dmg.conv 50% ice On Hit: * flashes light on your target dealing 76 damage Uses 1.0 Steam While equipped: dps ---------- Crit.mult +9.00% ----- def ----- Armour +10 Defense +7 (+2 eff.) Fatigue +9% Ice.pen +40% ---------- misc Talents +1 Block Fashioned from magical ice, and perfect for carving ice - especially ice with someone else inside it. |
| Around waist | Girdle of the Calm Waters 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Defense +8 (+2 eff.) Resists +20% blight +20% cold +20% nature Proj.slow +20% Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Goresmasher the steel steamsaw (109% power, 0 apr) 3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 109% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 On Hit.r1 +8 acid On Hit: * 20% chance to reduce armor by 17% * 20% chance to slow global speed by 58% * flashes light on your target dealing 76 damage Uses 1.0 Steam While equipped: dps ---------- Crit.mult +9.00% Dmg.mod +3% acid +3% nature Acc +7 (+2 eff.) Melee Ret 4 darkness ----- def ----- Armour +3 Defense +11 (+3 eff.) Fatigue +6% Resists +6% nature Disarm- +26% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Emelann (3 def, 9 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Cun +4 Con dps ---------- Mind.pwr +30 (+10 eff.) ----- def ----- Armour +9 Defense +3 (+1 eff.) Resists +8% acid +6% blight +8% fire +39% cold +8% lightning Phys.save +13 (+4 eff.) Max.HP +93.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Scale Mail of Kroltar (10 def, 34 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con dps ---------- Melee Ret 40 physical ----- def ----- Armour +34 Defense +10 (+3 eff.) Fatigue +17% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 4.5 Pwr.cost 50 out of 72/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 36.58 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
shielding rune (absorb 242; dur 5; cd 17)0.1 rune scroll [Normal] 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 create a protective shield absorbing at most 242 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper amulet of the eclipse0.1 T1 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 6 light 6 darkness Dmg.mod +6% light +5% darkness On Melee Ret: * 5% chance to reduce damage dealt by 25% * 6% chance to blind Amulets make your neck look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
wizard's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 15 light Ranged+ 12 light Dmg.mod +13% light ----- def ----- Spell.save +4 (+3 eff.) Rings make your fingers look great! |
gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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 107% 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! |
Halachik the Coalbore0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Spell.pwr +20 (+13 eff.) S.pwr/crit +8 Dmg.mod +15% temporal +16% cold ----- def ----- Resists +9% darkness +32% cold Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
treant's voratun ring0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +14% nature +9% blight Poison- +22% Disease- +18% Rings make your fingers look great! |
Eclipse (117% power, 4 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 117% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+9 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Staff of Bones (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 121% Range: 1.2x Uses 150% Mag Dmg Darkness Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+13 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
Stormfront (136% power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 137% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Crude Iron Battle Axe of Kroll (180% power, 7 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 180% Range: 1.5x Uses 130% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+2 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Arcbait (181% power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Disrupt/Master Power 181% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +16 lightning On Hit: * 19% chance to slow global speed by 58% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Dex +1 Con dps ---------- Phys.crit +9.0% Melee Ret 4 lightning ----- def ----- Resists +3% lightning Massive two-handed battleaxes. |
Colaryem (159% power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 130% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 56% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Turygar the Flashwake (160% power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Master Power 160% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +20 mind On Crit.r2 +12 temporal On Crit: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +17.0% Phys.pwr +19 (+5 eff.) Res.pen +15% mind +25% temporal Melee Ret 6 light On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Resists +12% light +9% temporal Massive two-handed swords. |
Adussra (125% power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Master Power 126% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Res.pen +6% physical Acc +6 (+2 eff.) Apr +7 ----- def ----- Resists +6% darkness +3% cold Cut- +10% Sharp, long, and deadly. |
Cautery Sword (150% power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Steamtech Power 150% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 100% On Hit: * inflict fire damage based on steampower While equipped: ----- def ----- Cut- +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
Anmalice (158% power, 20 apr)3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 158% Range: 1.4x Uses 10% Wil, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-14 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Twilight's Edge (158% power, 7 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 158% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Cun +4 Mag dps ---------- Spell.crit +4% Spell.pwr +12 (+9 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Deepsbiter (148% power, 5 apr)3.0 T4 mace 1H weapon [Rare] Nature Power 148% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit.r2 +33 lightning +26 cold While equipped: dps ---------- Mov.spd +44% Dmg.mod +6% darkness Res.pen +13% lightning +21% cold +10% darkness Melee Ret 10 darkness On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Resists +9% darkness +6% temporal Def/telep +15 Res/telep +15% Dur/telep +15% Blunt and deadly. |
truestriking stralite mace of crippling (143% power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Master Power 144% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Res.pen +9% physical Acc +11 (+3 eff.) Apr +7 Blunt and deadly. |
Heatrupture (107% power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Psionic Power 107% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 darkness +4 fire Against +11% Living On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Resists +3% light +12% temporal Poison- +20% Sharp, short and deadly. |
Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 15% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 4.5 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 63.31 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Arccut the stralite dagger (136% power, 9 apr)1.0 T4 dagger 1H weapon [Rare] Nature Power 137% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +12 lightning On Crit.r2 +25 acid +35 nature On Hit: * 20% chance to reduce armor by 17% While equipped: dps ---------- Dmg.mod +12% lightning +6% darkness Res.pen +21% acid +16% nature +15% lightning Apr +13 ----- def ----- Resists +6% acid +15% darkness +6% lightning Sharp, short and deadly. |
blazebringer's stralite dagger of shearing (132% power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 133% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +15 fire While equipped: dps ---------- All.spd +6% Res.pen +12% all +19% fire Acc +13 (+3 eff.) Apr +7 Sharp, short and deadly. |
corrosive iron steamsaw of crippling (65% power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 100% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Con dps ---------- Phys.crit +5.0% On Melee Ret: * 10% chance to reduce armor by 17% ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +10% acid ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
blazebringer's steel steamsaw of disruption (105% power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego++] Nature/Disrupt/Steamtech Power 106% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 Against +7% Unnatural On Crit.r2 +24 fire On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Uses 1.0 Steam While equipped: dps ---------- All.spd +4% Res.pen +8% fire ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
stormbringer's stralite steamsaw (138% power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego+] Nature/Steamtech Power 139% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +78 On Crit.r2 +9 lightning +7 cold Uses 1.0 Steam While equipped: dps ---------- Mov.spd +25% Res.pen +18% lightning +9% cold ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Talosis' Counterpoint4.0 T2 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 43.47 to 54.33 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+11 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+6 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+4 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 3.5 Pwr.cost 20 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 6 turns. The bone will also deal 23.10 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Zuballe the Cloudbender (32 def, 25 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +0 Str +0 Dex +0 Mag +0 Wil +0 Cun +0 Con dps ---------- Dmg.mod +9% lightning Acc +10 (+3 eff.) Apr +2 Melee Ret 0 physical ----- def ----- Armour +25 Defense +32 (+8 eff.) Fatigue +12% Resists +6% fire Die.at -40.00 life A suit of armour made of mail. |
fortifying steel mail armour of implacability (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +3 Con dps ---------- Melee Ret 0 physical ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +7% Phys.save +5 (+2 eff.) Max.HP +30.00 A suit of armour made of mail. |
Eilinulle the Wildwither (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature +18% mind Res.pen +25% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +15% mind +9% physical Phys.save +19 (+5 eff.) A suit of armour made of mail. |
stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
stralite mail armour 'Lustreobeisance' (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +11 Str +8 Wil dps ---------- Dmg.mod +15% nature +21% light ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +26% temporal A suit of armour made of mail. |
Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+5 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 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). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
balancing hardened leather belt1.0 T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +8.0% Mind.crit +8% A belt that goes around your waist. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Deepsrupture (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature Res.pen +10% darkness Acc +23 (+6 eff.) Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Resists +5% arcane +12% nature +6% darkness Max.HP +58.00 ---------- misc Max.stam +21.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rimetooth (13 def, 7 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +21% cold Res.pen +25% mind +15% cold ----- def ----- Armour +7 Defense +13 (+4 eff.) Phys.save +18 (+5 eff.) Spell.save +18 (+10 eff.) Mind.save +19 (+6 eff.) ---------- misc Psi/ret +0.24 Hate/m.crit +5.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+5 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
murderer's cashmere cloak of protection (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +5 (+1 eff.) Apr +4 ----- def ----- Defense +2 (+1 eff.) Spell.save +8 (+5 eff.) Mind.save +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 67% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
blood-soaked pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +5 ----- def ----- Armour +3 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
fleetfooted pair of hardened leather boots of invasion (8 def, 3 armour)2.0 T3 feet armor [Ego++] Master While equipped: Stats +6 Dex dps ---------- Phys.crit +1.0% Phys.pwr +5 (+1 eff.) Res.pen +10% physical ----- def ----- Armour +3 Defense +8 (+2 eff.) A pair of boots made of leather. |
wanderer's pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Master While equipped: Stats +3 Str +4 Cun +4 Con ----- def ----- Armour +3 Phys.save +14 (+4 eff.) Mind.save +10 (+3 eff.) Rush: Puts all charms on 25 cooldown Level 2.5 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of drakeskin leather boots 'Beleba' (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +9 Mag +10 Wil +6 Cun dps ---------- Phys.crit +5.0% Spell.crit +5% Spell.pwr +5 (+5 eff.) Melee Ret 4 arcane ----- def ----- Armour +5 Phys.save +14 (+4 eff.) Spell.save +15 (+8 eff.) Mind.save +13 (+4 eff.) HP.reg +8.00 Heal.mod +14% ---------- misc Mana/turn +0.68 Hate/m.crit +1.00 Max.mana +60.00 Max.stam +30.00 A pair of boots made of leather. |
Xatta the Shinewoe (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +2 Mag dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +5% arcane +6% temporal Res.pen +10% temporal Acc +6 (+2 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Resists +6% light +6% temporal Phys.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +29% ---------- misc Light +1 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. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 3.5 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 225.31 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Blazelace the drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% cold +21% light +30% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Armour +3 Resists +15% mind HP.reg +5.00 ---------- misc Stam/turn +1.90 Max.stam +35.00 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. |
brawler's voratun gauntlets of the verdant (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: Stats +4 Str +5 Dex +4 Cun ----- def ----- Armour +3 Fatigue +5% Resists +8% blight +9% darkness +15% arcane Affinity +9% nature Phys.save +10 (+3 eff.) Spell.save +16 (+9 eff.) ---------- misc Cooldown Double Strike -1 Masteries +0.20 Wild-gift/Antimagic 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. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-10 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-2 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
The Cage (0 def, 0 armour)1.0 T3 head armor [Unique] Psionic While equipped: Stats +0 Cun dps ---------- All.spd -25% ----- def ----- Resists +30% mind +10% all Res.Cap +30% mind You are immune to mental status effects. Nothing will ever reach you again. |
leafwalker's hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +8% nature Spell.save +5 (+3 eff.) Max.HP +52.00 Heal.mod +13% A cap made of leather. |
iron helm of constitution (0) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +0 Cun +3 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
Helm of Knowledge (0 def, 12 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +10% arcane +15% light +15% mind HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +10 (+8 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
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. |
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. |
3 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. |
15 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. |
11 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 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. |
36 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
36 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
46 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. |
39 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. |
43 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+5 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+5 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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.(75 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Boltwreck1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +30% lightning +21% acid ----- def ----- Resists +24% lightning +12% temporal +9% cold Phys.save +11 (+3 eff.) Heal.mod +21% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Tower Detonator0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 137] simple healing salve [power 137]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 137 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful healing salve [power 223] powerful healing salve [power 223]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 223 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 193] powerful pain suppressor salve [power 193]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -193 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Radhymalamnir (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Dex dps ---------- Phys.pwr +7 (+2 eff.) Mov.spd +10% Dmg.mod +12% temporal Res.pen +25% acid Melee Ret 10 blight 6 temporal ----- def ----- Resists +15% temporal Def/telep +15 Res/telep +15% Dur/telep +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Bethylena' (dig speed 24 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +6 Mag +8 Wil +3 Con ----- def ----- Phys.save +8 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +8 (+3 eff.) Max.HP +58.00 ---------- misc Stam/turn +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
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. |
cleansing elven-wood totem of stinging [power 338] (14/15 cooldown)2.0 T4 totem charm [Ego+] Nature Sting an enemy dealing 409 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Vehas the Orc Sawbutcher level 13
29th Retaking 124th year of Ascendancy at 03:31 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Vehas the Orc Sawbutcher level 31
30th Pain 124th year of Ascendancy at 20:37 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Vehas the Orc Sawbutcher level 10
19th Retaking 124th year of Ascendancy at 22:43 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Vehas the Orc Sawbutcher level 20
28th Revenge 124th year of Ascendancy at 07:04 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Vehas the Orc Sawbutcher level 30
23rd Pain 124th year of Ascendancy at 01:29 see stats
Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Vehas the Orc Sawbutcher level 35
15th Dearth 124th year of Ascendancy at 20:14 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Vehas the Orc Sawbutcher level 23
10th Pain 124th year of Ascendancy at 11:26 see stats
This will make a big Omelette! (Nightmare (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Vehas the Orc Sawbutcher level 24
10th Pain 124th year of Ascendancy at 16:06 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Vehas the Orc Sawbutcher level 36
16th Dearth 124th year of Ascendancy at 22:58 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Vehas the Orc Sawbutcher level 16
18th Revenge 124th year of Ascendancy at 00:14 see stats
You were not supposed to see that! (Nightmare (Adventure) difficulty)
Read a Forbidden Tome.By Vehas the Orc Sawbutcher level 35
15th Dearth 124th year of Ascendancy at 22:36 see stats
Log
Shield of Light hits High Sun Paladin Aeryn for 19 healing, 19 healing, 19 healing, 19 healing (0 total damage) [76 healing].
Burning from Vehas hits High Sun Paladin Aeryn for (33 blocked), 0 fire (0 total damage).
High Sun Paladin Aeryn hits Vehas for 9 fire, 0 light, 0 physical (9 total damage).
High Sun Paladin Aeryn's Lucent Wrath hits Vehas for 215 light damage.
High Sun Paladin Aeryn uses You Shall Be My Weapon!.
High Sun Paladin Aeryn deactivates Retribution.
High Sun Paladin Aeryn unleashes the stored damage in retribution!
Vehas wanders around!
Shield of Light misses Vehas.
Vehas is stunned!
Melee retaliation hits High Sun Paladin Aeryn for (2 absorbed), 2 darkness, (10 absorbed), 10 physical, (0 absorbed), 1 nature (13 total damage).
High Sun Paladin Aeryn hits Vehas for 596 physical, 7 mind, 27 light, 330 light (961 total damage).
Shield of Light hits High Sun Paladin Aeryn for 19 healing, 19 healing, 19 healing (0 total damage) [57 healing].
Vehas is pulled in!
High Sun Paladin Aeryn receives 19 healing from Shield of Light.
High Sun Paladin Aeryn hits Vehas for 10 fire, 71 light, 47 physical (128 total damage).
Burning from Vehas hits High Sun Paladin Aeryn for 16 fire damage.
High Sun Paladin Aeryn casts Searing Light.
High Sun Paladin Aeryn hits Vehas for 153 light damage.
Talent Block is ready to use.
Talent Explosive Steam Engine is ready to use.
Talent Furnace Vent is ready to use.
Vehas is pulled in!
High Sun Paladin Aeryn feels pain again.
High Sun Paladin Aeryn receives 19 healing from Shield of Light.
High Sun Paladin Aeryn hits Vehas for 13 fire, 57 light, 37 physical (108 total damage).
Burning from Vehas hits High Sun Paladin Aeryn for 16 fire damage.
High Sun Paladin Aeryn's light area effect hits Vehas for 49 light damage.
Vehas the level 39 orc sawbutcher was radiated to death by High Sun Paladin Aeryn on level 5 of Gates of Morning.













































































































































