









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Berserker |
| Level / Exp | 39 / 24% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Horned Horror at level 14 on the 1st Time of Equilibrium 122nd year of Ascendancy at 13:09 0 / 8Killed by naga myrmidon at level 21 on the 52nd Haze 122nd year of Ascendancy at 13:29 Killed by The Master at level 22 on the 55th Haze 122nd year of Ascendancy at 02:48 Killed by Islildassra the ultimate telugoroth at level 28 on the 12nd Regrowth 123rd year of Ascendancy at 01:38 Killed by overpowered greater multi-hued wyrm at level 33 on the 52nd Pyre 123rd year of Ascendancy at 18:03 Killed by Glinn the storm wyrm at level 39 on the 51st Dusk 123rd year of Ascendancy at 12:51 Killed by storm drake hatchling at level 39 on the 51st Dusk 123rd year of Ascendancy at 15:00 Killed by Salyda the greater multi-hued wyrm at level 39 on the 51st Dusk 123rd year of Ascendancy at 16:48 |
Primary Stats
| Strength | 121 (base 60) |
| Dexterity | 26 (base 20) |
| Constitution | 74 (base 60) |
| Magic | 11 (base 10) |
| Willpower | 37 (base 13) |
| Cunning | 41 (base 26) |
Resources
| Life | -317/1524 |
| Mana | 343/463 |
| Stamina | 118/292 |
| Healing Factor | 0.89516805053192 |
| Regeneration | 1.4927347761096 |
Speed
| Mental | +4.4408920985006E-14% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 3 |
| Infravision | 11 |
| See Stealth | 54.211189379593 |
| See Invisible | 54.211189379593 |
Offense: Mainhand
| Damage | 229 |
| Accuracy | 42 |
| Crit Chance | 45% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +6% |
| Physical | +3% |
| Light | +14% |
| All | 0% |
Offense: Damage Penetration
| Nature | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 81.723073231957 (96.438666929426%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 59 |
| Spell Save | 54 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 32%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 24%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 40%( 70%) |
| Light | + 46%( 70%) |
| Physical | + 17%( 70%) |
| Lightning | + 34%( 70%) |
| Mind | + 49%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Pinning Resistance | 0% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Knockback Resistance | 90% |
| Instadeath Resistance | 100% |
| Blind Resistance | 70% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -712 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1424 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 980% 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: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Technique / Bloodthirst | 1.84 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.50 |
| 3/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by skeleton magus. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved mental save by +12. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Horned Horror. * 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 elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 182. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Agrimley the hermit in creating an elixir of explosive force. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
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! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | nightwalker's alchemist's lamp of health1.0 T3 lite [Ego+] Nature While equipped: Stats +3 Wil dps ---------- Phys.crit +5.0% Crit.mult +14.00% Phys.pwr +6 (+1 eff.) ----- def ----- Max.HP +50.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Islawe the cashmere wizard hat (17 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +20 (+4 eff.) Dmg.mod +14% light Acc +5 (+2 eff.) Apr +2 ----- def ----- Defense +17 (+5 eff.) Resists +21% light +2% physical ---------- misc Max.stam +10.00 A pointy cloth hat, very wizardly... |
| Tool | dragonbone wand of clairvoyance 'Chillusher' [power 14] (15 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Crit.mult +20.00% Spell.pwr +15 (+7 eff.) Dmg.mod +6% blight Melee Ret 4 cold ---------- misc Mana/turn +0.20 Vim/s.crit +2.00 Reveal the area around you, dispelling darkness (radius 14, power 40 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | stralite ring of misery0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 14 physical Ranged+ 13 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 26 On Hit (Ranged): * 14% chance to reduce all saves and defense by 26 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| On fingers | stralite ring 'Zubulaith'0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Wil +8 Cun +7 Con dps ---------- Mind.pwr +8 (+2 eff.) Mov.spd +20% Acc +9 (+3 eff.) ----- def ----- Armour +6 Defense +28 (+9 eff.) Resists +3% mind Crit.chn- 10.00% Phys.save +14 (+3 eff.) ---------- misc Infravis +2 Blinding Speed: Puts all charms on 40 cooldown Level 3.9 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
| Around waist | Mighty Girdle =Belt=1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. The set is complete. While equipped: ----- def ----- Armour +4 Fatigue -20% Max.HP +100.00 Knockbk- +40% ---------- misc Max.enc +70 Size +2 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. |
| In main hand | Flowerstinger (172% power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Psionic Power 173% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +19 light Against +35% Undead On Hit.r1 +28 fire On Crit.r2 +12 light On Hit: * 10% chance to slow global speed by 53% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +3 Wil dps ---------- Res.pen +10% nature ----- def ----- Resists +3% nature Crit.chn- 15.00% Massive two-handed swords. |
| On hands | Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. The set is complete. While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +2 Resists +10% lightning +10% cold Phys.save +10 (+2 eff.) Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 115% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 191.50 physical damage and knocking targets back 5 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. |
| Main armor | Plate of the Blackened Mind (15 def, 40 armour)17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+3 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+5 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+4 eff.) Mind.save +25 (+8 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 15 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 7 Armour, 10 Defense and your attacks will gain 15% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
| Cloak | cashmere cloak 'Glata' (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +2.0% Dmg.mod +3% physical Acc +15 (+5 eff.) Apr +2 ----- def ----- Defense +10 (+3 eff.) Phys.save +6 (+1 eff.) ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stralite amulet 'Blazecut'0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Melee Ret 4 light ----- def ----- Defense +10 (+3 eff.) Resists +12% lightning +9% darkness +12% mind Spell.save +12 (+4 eff.) Die.at -40.00 life Blind- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Masteries +0.34 Technique/Bloodthirst Amulets make your neck look great! |
Inventory
movement infusion of the warrior (speed 835%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 835% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 537; 14 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 537 life over 5 turns. Its effects scale with your Strength 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; physical, darkness, mind, cold, nature, fire)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: 2 physical, 5 darkness, 5 mind, 5 cold, 4 nature, 4 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] 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 create a protective shield absorbing and reflecting at most 155 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
gold amulet0.1 T3 amulet jewelry [Normal] Amulets make your neck look great! |
savior's stralite amulet of the eclipse0.1 T4 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 10 light 9 darkness Dmg.mod +8% light +8% darkness On Melee Ret: * 10% chance to reduce damage dealt by 21% * 13% chance to blind ----- def ----- Phys.save +10 (+2 eff.) Spell.save +13 (+5 eff.) Mind.save +14 (+4 eff.) Amulets make your neck look great! |
warmaker's stralite amulet of soulsearing0.1 T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +8 Str +7 Dex +9 Wil dps ---------- Crit.mult +17.00% Spell.pwr +9 (+4 eff.) Dmg.mod +9% blight +6% fire Amulets make your neck look great! |
Gloryriatira the Snowquick0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Melee Ret 4 acid On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Resists +12% blight +6% cold +5% arcane Phys.save +8 (+2 eff.) Rings make your fingers look great! |
marksman's stralite ring of warding0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Resists +18% acid +19% fire +19% lightning +12% cold Rings make your fingers look great! |
savage's gold ring of misery0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +3 Cun +2 Con dps ---------- Melee+ 16 physical Ranged+ 15 physical On Hit (Melee): * 14% chance to reduce all saves and defense by 26 On Hit (Ranged): * 13% chance to reduce all saves and defense by 26 ----- def ----- Spell.save +12 (+4 eff.) ---------- misc Hate/m.crit +2.00 Max.stam +21.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Icepyre (156% power, 3 apr)3.0 T4 battleaxe 2H weapon [Random Unique] Nature/Master Power 156% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +8 temporal On Crit.r2 +52 fire +8 cold On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +14 (+3 eff.) All.spd +7% Res.pen +21% fire +10% mind +20% temporal Acc +19 (+6 eff.) ----- def ----- Defense +16 (+5 eff.) Disarm- +59% Massive two-handed battleaxes. This item has been sent to the Item's Vault. |
The Gaping Maw (184% power, 4 apr)3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 184% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
enhanced voratun greatmaul of erosion (180% power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego+] Nature Power 181% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +17 nature While equipped: Stats +13 Str +6 Dex +5 Mag +12 Wil +7 Cun +10 Con Massive two-handed mauls. |
plaguebringer's stralite greatmaul of evisceration (164% power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego++] Arcane/Master Power 164% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 4 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 14 On Crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +16.0% Phys.pwr +10 (+2 eff.) ----- def ----- Disease- +20% Massive two-handed mauls. |
Floedredge (145% power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 146% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +16 cold While equipped: Stats +6 Str +2 Mag +3 Cun dps ---------- Dmg.mod +21% cold +14% physical Acc +17 (+6 eff.) ----- def ----- Armour +4 Resists +12% cold Die.at -40.00 life HP.reg +4.00 Massive two-handed swords. |
blazebringer's dragonbone longbow of true flight4.0 T5 longbow 2H weapon Reqs Dex 48 [Ego++] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +63 fire While equipped: dps ---------- Phys.crit +15.0% All.spd +6% Res.pen +8% fire Acc +14 (+5 eff.) Longbows are used to shoot arrows at your foes. |
Dawn's Blade (161% power, 7 apr)3.0 T5 longsword 1H weapon Reqs Mag 18 [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 162% Range: 1.4x Uses 25% Mag, 80% Str Dmg Light Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+5 eff.) Dmg.mod +20% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 110.58 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 35 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Dairiharasin the Rainhue (142% power, 5 apr)3.0 T4 mace 1H weapon [Rare] Arcane Power 142% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit.r1 +11 fire While equipped: Stats +1 Con dps ---------- Dmg.mod +15% nature Res.pen +5% mind On Hit (Melee): * 20% chance to slow global speed by 53% * 20% chance to reduce all saves and defense by 26 ----- def ----- Resists +9% nature Crit.chn- 10.00% ---------- misc See.Invis +6 Blunt and deadly. |
inquisitor's stralite mace of evisceration (147% power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Disrupt/Master Power 147% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% * Deals 69 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +11 (+2 eff.) Blunt and deadly. |
manaburning pulsing mindstar of balance (108% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Disrupt Power 108% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit: * 13 arcane resource burn While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- Resists +5% arcane Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +1.20 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
protector's pulsing mindstar of venom (107% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Disrupt Power 107% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 10 acid Dmg.mod +10% acid Res.pen +8% acid ----- def ----- Resists +4% acid +5% all HP.reg +3.00 ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
halfling reinforced leather sling of lightning4.0 T4 sling 1H weapon Reqs Dex 35 [Ego+] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +12 lightning While equipped: dps ---------- Dmg.mod +11% lightning +10% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
mage-hunter's reinforced leather sling of cunning (+8)4.0 T4 sling 1H weapon Reqs Dex 35 [Ego+] Disrupt/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +8 Cun +3 Wil dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +7% physical On Hit (Ranged): * 10 arcane resource burn ---------- misc Masteries +0.20 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
earthen elven-wood magestaff of power (129% power, 5 apr, arcane element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +18 (+9 eff.) Dmg.mod +25% arcane ----- def ----- Armour +6 Hardiness +10% Phys.save +6 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood magestaff of power (129% power, 5 apr, lightning element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +22.00% Spell.pwr +28 (+14 eff.) Melee+ 27 fire Dmg.mod +25% lightning ---------- misc See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Iseldalaith the rough leather belt =Size=1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +1 Wil +3 Cun dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Max.vim +10.00 Size +1 A belt that goes around your waist. |
Xeraba the drakeskin leather belt1.0 T5 belt armor [Rare] Master While equipped: Stats +2 Mag +7 Wil +5 Cun dps ---------- Crit.mult +10.00% Spell.pwr +15 (+7 eff.) Dmg.mod +15% arcane Against +31% Summoned Melee Ret 10 arcane ----- def ----- D.Red.from +32% Summoned ---------- misc Max.mana +100.00 Max.vim +30.00 A belt that goes around your waist. |
drakeskin leather belt 'Galefear'1.0 T5 belt armor [Rare] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Phys.crit +11.0% Mind.crit +14% Crit.mult +20.00% Dmg.mod +21% lightning Res.pen +15% lightning Melee Ret 4 mind 10 lightning ---------- misc Equi/ret +0.08 Hate/m.crit +3.00 A belt that goes around your waist. |
hardened leather belt 'Fogborn'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +7.00% Phys.pwr +5 (+1 eff.) Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +6% mind +6% blight Crit.chn- 5.00% Spell.save +9 (+3 eff.) Teleport- +20% A belt that goes around your waist. |
hardened leather belt 'Fogknight' =Belt=1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Res.pen +15% arcane On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Fatigue -6% ---------- misc Max.enc +40 Mana/s.crit +2.00 Max.mana +60.00 A belt that goes around your waist. |
insulating rough leather belt of unlife =Undead=1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +5% blight +6% cold +5% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Chamahor the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Spell.pwr +30 (+15 eff.) Dmg.mod +6% arcane Melee Ret 4 arcane ----- def ----- Defense +2 (+0 eff.) Fatigue -4% Spell.save +9 (+3 eff.) ---------- misc Max.vim +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+7 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+7 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+11 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
dreamer's pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +2 Str +4 Wil +2 Cun +2 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +5 (+1 eff.) Spell.save +7 (+3 eff.) Mind.save +9 (+3 eff.) Rush: Puts all charms on 25 cooldown Level 2.6 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 131% Range: 1.4x Uses 40% Wil, 40% Cun, 40% Dex 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Instill Fear: Level 3.0 Pwr.cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 15.50 mind and 15.50 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 18% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 17. Terrified: Deals 3.50 mind and 3.50 darkness damage per turn and increases cooldowns by 28%. Haunted: Causes the target to suffer 5.98 mind and 5.98 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
brawler's drakeskin leather gloves of the juggernaut (0 def, 3 armour)1.0 T4 hands armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +3 Cun +4 Con ----- def ----- Armour +3 Phys.save +30 (+7 eff.) Spell.save +3 (+1 eff.) Mind.save +6 (+2 eff.) Disarm- +36% ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 131% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +10 Apr +5 Crit +15.0% Atk.spd 100% Melee+ +14 physical On Hit: 10% Juggernaut 1 On Hit: 10% Set Up 5 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.9 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of butchering (0 def, 7 armour)1.0 T4 hands armor [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Acc +4 (+1 eff.) Apr +6 ----- def ----- Armour +7 Resists +5% blight Spell.save +15 (+5 eff.) Mind.save +12 (+4 eff.) Max.HP +70.00 Unarmed combat: Power 136% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +16 Crit +5.0% Atk.spd 100% On Hit: 10% Battle Shout 5 On Hit: * 15% chance to slow global speed by 53% * 16% chance to reduce armor by 23% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Mayotta (0 def, 3 armour)2.0 T3 head armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +3 Wil ----- def ----- Armour +3 Fatigue +3% Resists +16% blight +2% physical +14% darkness Spell.save +7 (+3 eff.) Mind.save +16 (+5 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 6 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
Belogas the dwarven-steel mail armour (3 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Str +2 Wil +3 Con dps ---------- Crit.mult +20.00% Res.pen +5% mind ----- def ----- Armour +13 Defense +3 (+1 eff.) Fatigue +6% Resists +8% arcane Phys.save +5 (+1 eff.) Spell.save +14 (+5 eff.) Max.HP +39.00 ---------- misc Max.hate +4.00 A suit of armour made of mail. |
drakeskin leather armour 'Filthwilter' (20 def, 12 armour)9.0 T5 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% mind +15% blight Res.pen +10% blight +15% mind On Hit (Melee): * 20% chance to slow global speed by 53% * 20% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Armour +12 Defense +20 (+6 eff.) Fatigue +8% Resists +12% acid +13% cold +6% nature ---------- misc Breathe water A suit of armour made of leather. |
hardened leather armour 'Voretha' (9 def, 12 armour) =Waterbreathing=9.0 T3 light armor [Random Unique] Nature While equipped: ----- def ----- Armour +12 Defense +9 (+3 eff.) Fatigue +8% Resists +20% acid +3% darkness +12% blight +16% cold +3% light +6% fire HP.reg +3.90 ---------- misc Stam/turn +1.00 Breathe water A suit of armour made of leather. |
marauder's reinforced leather armour of fire resistance (16 def, 7 armour)9.0 T4 light armor [Ego+] Master While equipped: Stats +6 Str +7 Dex ----- def ----- Armour +7 Defense +16 (+5 eff.) Fatigue +8% Resists +17% fire Phys.save +13 (+3 eff.) A suit of armour made of leather. |
nimble reinforced leather armour (23 def, 7 armour)9.0 T4 light armor [Ego+] Master While equipped: Stats +6 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +7 Defense +23 (+7 eff.) Fatigue +8% A suit of armour made of leather. |
Cuirass of the Thronesmen (20 def, 32 armour)17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+6 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+10 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Tarrasca (0 def, 50 armour)17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+11 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 25 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
hardened stralite plate armour of delving (0 def, 20 armour)17.0 T4 massive armor Reqs Massive armour training [Ego++] Master While equipped: Stats +7 Str ----- def ----- Armour +20 Fatigue +22% Resists +8% acid +23% physical +14% darkness +7% fire +10% lightning +9% cold ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Shieldsmaiden (5 def, 20 armour, 159% power, 150 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 160% Range: 1.2x Uses 100% Str Dmg Ice Acc+ +2.0% proc dam (max 200%) Crit +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: ----- def ----- Armour +20 Defense +5 (+1 eff.) Rng.Def +12 (+4 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Nighthunt (18/45, 170% power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Random Unique] Arcane/Master Power 171% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +19.5% Capacity 45 On Hit.r1 +8 darkness On Crit.r2 +20 darkness +12 cold On Hit: * Create an explosion dealing 45 acid damage (1/turn) On Crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +5 Arrows are used with bows to pierce your foes to death. |
barbed quiver of dragonbone arrows of annihilation (12/19, 191% power, 30 apr)3.0 T5 arrow ammo Reqs Dex 48 [Ego++] Master Power 192% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +30 Crit +28.0% Capacity 19 Proj.spd +200% On Crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
7 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. |
234 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
20 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. |
9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 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. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath Rock0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-9 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+3 eff.) Spell.pwr +16 (+8 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Balanceking the dwarven-steel pickaxe (dig speed 14 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +1 Cun +2 Str dps ---------- Mind.crit +4% Mind.pwr +10 (+3 eff.) Dmg.mod +6% mind On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Resists +7% fire +7% darkness +15% temporal While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Bleakwither (dig speed 14 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +5 Str dps ---------- Dmg.mod +9% darkness Res.pen +25% darkness Apr +7 Melee Ret 8 lightning ----- def ----- Resists +10% darkness Affinity +15% darkness ---------- misc Infravis +8 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 5.2 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
2 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. |
7 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 138 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
nightwalker's alchemist's lamp1.0 T3 lite [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +12.00% Phys.pwr +6 (+1 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 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. |
4 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. |
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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 244.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
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. |
Frozen Shards (23/25, 139% power, 15 apr)3.0 T4 shot ammo Reqs Dex 28 [Unique] Arcane Power 139% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Ice Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
overpowered dragonbone totem of healing [power 650] (20 cooldown)2.0 T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 650 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
piercing elven-wood wand of shielding [power 296] (20 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 296 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 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. |
7 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. |
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. |
3 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. |
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. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Korn the Higher Berserker level 24
76th Haze 122nd year of Ascendancy at 08:56 see stats
Arachnophobia
Destroyed the spydric menace.By Korn the Higher Berserker level 32
39th Pyre 123rd year of Ascendancy at 23:57 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Korn the Higher Berserker level 33
52nd Pyre 123rd year of Ascendancy at 09:38 see stats
Brave new world
Went to the Far East and took part in the war.By Korn the Higher Berserker level 31
36th Pyre 123rd year of Ascendancy at 07:24 see stats
Bringer of Doom
Killed a Bringer of Doom.By Korn the Higher Berserker level 27
9th Regrowth 123rd year of Ascendancy at 15:03 see stats
Clone War
Destroyed your own Shade.By Korn the Higher Berserker level 34
9th Flare 123rd year of Ascendancy at 17:10 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Korn the Higher Berserker level 30
15th Pyre 123rd year of Ascendancy at 16:09 see stats
Earth Master
Killed Harkor'Zun.By Korn the Higher Berserker level 31
37th Pyre 123rd year of Ascendancy at 03:26 see stats
Exterminator
Killed 1000 creatures.By Korn the Higher Berserker level 18
44th Haze 122nd year of Ascendancy at 06:48 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Korn the Higher Berserker level 25
4th Allure 123rd year of Ascendancy at 10:01 see stats
Fear me not!
Survived the Fearscape!By Korn the Higher Berserker level 28
25th Regrowth 123rd year of Ascendancy at 01:19 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Korn the Higher Berserker level 24
4th Decay 122nd year of Ascendancy at 13:23 see stats
Level 10
Got a character to level 10.By Korn the Higher Berserker level 10
66th Dusk 122nd year of Ascendancy at 03:35 see stats
Level 20
Got a character to level 20.By Korn the Higher Berserker level 20
49th Haze 122nd year of Ascendancy at 00:17 see stats
Level 30
Got a character to level 30.By Korn the Higher Berserker level 30
15th Pyre 123rd year of Ascendancy at 09:01 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Korn the Higher Berserker level 27
8th Regrowth 123rd year of Ascendancy at 15:22 see stats
Size is everything
Did over 1500 damage in one attack.By Korn the Higher Berserker level 33
54th Pyre 123rd year of Ascendancy at 00:24 see stats
Size matters
Did over 600 damage in one attack.By Korn the Higher Berserker level 21
53rd Haze 122nd year of Ascendancy at 10:01 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Korn the Higher Berserker level 30
22nd Pyre 123rd year of Ascendancy at 19:00 see stats
That was close
Killed your target while having only 1 life left.By Korn the Higher Berserker level 23
55th Haze 122nd year of Ascendancy at 21:24 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Korn the Higher Berserker level 36
34th Dusk 123rd year of Ascendancy at 06:09 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Korn the Higher Berserker level 28
65th Regrowth 123rd year of Ascendancy at 17:22 see stats
The secret city
Discovered the truth about mages.By Korn the Higher Berserker level 18
36th Haze 122nd year of Ascendancy at 13:32 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Korn the Higher Berserker level 28
64th Regrowth 123rd year of Ascendancy at 20:04 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Korn the Higher Berserker level 31
24th Pyre 123rd year of Ascendancy at 09:48 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Korn the Higher Berserker level 21
53rd Haze 122nd year of Ascendancy at 06:31 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Korn the Higher Berserker level 22
55th Haze 122nd year of Ascendancy at 04:19 see stats
Log
Poison from Salyda the greater multi-hued wyrm hits Korn for 37 nature damage.
Bleeding from Salyda the greater multi-hued wyrm hits Korn for 21 physical damage.
Korn uses Wrath of the Highborn.
Korn radiates power.
Korn uses Highborn's Bloom.
Korn uses Infusion: Movement.
Korn is moving at extreme speed!
Salyda the greater multi-hued wyrm uses Venomous Strike.
Salyda the greater multi-hued wyrm seems more focused.
Korn stops being poisoned.
Talent Adrenaline Surge is ready to use.
Talent Stunning Blow is ready to use.
Deadly Poison from Salyda the greater multi-hued wyrm hits Korn for 20 nature damage.
Bleeding from Salyda the greater multi-hued wyrm hits Korn for 18 physical damage.
Berserker Rage's rage subsides!
There is a way to the previous level here (press '' or right click to use).
Ran for 8 turns (stop reason: taken damage).
Poison bursts out of Korn's corpse!
Korn slows down.
Korn stops bleeding.
Talent Fearless Cleave is ready to use.
Deadly Poison from Salyda the greater multi-hued wyrm hits Korn for 24 nature damage.
Korn the level 39 higher berserker was naturalised to death by Salyda the greater multi-hued wyrm on level 2 of Gorbat Pride.
Korn no longer revels in blood quite so much.
































































































































