











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Bulwark |
| Level / Exp | 29 / 28% |
| Size | medium |
| Lifes / Deaths | Killed by thief at level 9 on the 80th Haze 123rd year of Ascendancy at 07:53 0 / 9Killed by shadow at level 13 on the 7th Allure 124th year of Ascendancy at 06:14 Killed by Bulwarkian I at level 18 on the 24th Regrowth 124th year of Ascendancy at 21:16 Killed by Assassin Lord at level 18 on the 56th Regrowth 124th year of Ascendancy at 20:00 Killed by Animated balanced dwarven-steel longsword of amnesia at level 21 on the 63rd Dusk 124th year of Ascendancy at 05:55 Killed by Celia at level 28 on the 20th Regrowth 125th year of Ascendancy at 10:19 Killed by Celia at level 28 on the 20th Regrowth 125th year of Ascendancy at 13:15 Killed by Salirin the orc necromancer at level 29 on the 32nd Pyre 125th year of Ascendancy at 05:39 Killed by Salirin the orc necromancer at level 29 on the 32nd Pyre 125th year of Ascendancy at 05:39 |
Primary Stats
| Strength | 64 (base 48) |
| Dexterity | 50 (base 35) |
| Constitution | 38 (base 30) |
| Magic | 13 (base 12) |
| Willpower | 30 (base 15) |
| Cunning | 20 (base 16) |
Resources
| Life | -211/1164 |
| Stamina | 214/264 |
| Healing Factor | 1.7002122670884 |
| Regeneration | 41.759418150897 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 52 |
| Crit Chance | 22% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6.5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Acid | +15% |
| Physical | +12% |
| Cold | +21% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +12% |
| Acid | +25% |
| Fire | +30% |
| Temporal | +13% |
Defense: Base
| Armour (hardiness) | 22 (38.594633868923%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 8.9238052216851 |
| Physical Save | 53 |
| Spell Save | 31 |
| Mental Save | 19 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 42%( 70%) |
| Physical | + 25%( 70%) |
| Cold | + 31%( 70%) |
| All | + 14%( 70%) |
| Darkness | + 24%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 32%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Confusion Resistance | 27% |
| Poison Resistance | 24% |
| Blind Resistance | 23% |
| Disarm Resistance | 60% |
| Teleport Resistance | 20% |
| Pinning Resistance | 27% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 32% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 417 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 262 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 118 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 644% 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 Dexterity stat. |
Class Talents
| Technique / Shield defense | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by white wolf. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * 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. * The fortress shadow has asked that you come back as soon as possible. * 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: 87. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed electric eel tail. * You've found the needed vampire lord fang. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed black mamba head. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Treeclamor the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Nature While equipped: Stats +3 Mag +3 Wil dps ---------- Res.pen +12% darkness +13% temporal On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +4 Fatigue +3% Resists +21% temporal +12% darkness +9% light HP.reg +3.00 Heal.mod +12% Def/telep +16 Res/telep +12% Dur/telep +16% ---------- misc Light +3 Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | watchleader's brass lantern of the zealot2.0 T1 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +6 (+3 eff.) Blind- +23% Confus- +11% ---------- misc Light +6 See.Stealth +6 See.Invis +6 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 6 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | warlord's dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +4 Str +4 Wil dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +7% physical Phys.save +8 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Barodin the Blazeworm (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Res.pen +25% acid +15% fire Acc +8 (+3 eff.) Apr +7 On Hit (Melee): * 20% chance to reduce armor by 12% ----- def ----- Armour +2 Fatigue +3% Die.at -40.00 life Poison- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Polara the yew totem of thorny skin [power 49] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Dex dps ---------- Apr +3 ----- def ----- Defense +20 (+6 eff.) Resists +3% physical ---------- misc Max.stam +30.00 Harden the skin for 7 turns increasing armour by 49 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 13.37 You won the Ring of Blood trial, and this is your reward. |
| On fingers | treant's stralite ring of tenacity0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +8% nature +7% blight Max.HP +22.00 Poison- +14% Disease- +18% Disarm- +28% Pinning- +27% Knockbk- +32% Rings make your fingers look great! |
| Around neck | Freezeobsidian the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +7 Str +4 Wil +4 Con dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +3% darkness +21% cold On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Phys.save +11 (+3 eff.) Mind.save +9 (+5 eff.) Max.HP +51.00 HP.reg +6.00 Confus- +16% Amulets make your neck look great! |
| In main hand | Ebonymortal of the Blightspawn (115% power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Master/Psionic Power 115% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: 20% Netherblast 3 On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +8 (+3 eff.) Dmg.mod +15% acid Acc +10 (+4 eff.) Melee Ret 2 acid ----- def ----- Defense +18 (+6 eff.) Resists +9% fire Crit.chn- 10.00% Disarm- +32% On Spell Hit: 20% Netherblast 3 One-handed war axes. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Hettorotar the dwarven-steel shield (0 def, 6 armour, 137% power, 118 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 137% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +118 Melee+ +8 acid On Hit.r1 +13 fire While equipped: dps ---------- Melee+ 7 fire Dmg.mod +12% physical Melee Ret 6 fire ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Die.at -40.00 life ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Kindleclash the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +15% fire Melee Ret 6 fire ----- def ----- Defense +2 (+0 eff.) Resists +3% acid +3% physical Phys.save +8 (+2 eff.) Max.HP +65.00 Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor [Ego++] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +86.00 HP.reg +10.30 Heal.mod +22% A suit of armour made of leather. |
Inventory
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +6 Str +10 Con dps ---------- Phys.pwr +6 (+2 eff.) Acc +11 (+4 eff.) Apr +9 ----- def ----- Armour +2 Defense +10 (+3 eff.) Resists +6% cold Phys.save +8 (+2 eff.) Spell.save +3 (+2 eff.) Cut- +20% Confus- +20% 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 Puts all charms on 1 cooldown "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? |
steel ring 'Eragahek'0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +2 Str +4 Mag ----- def ----- Armour +4 Fatigue -4% Resists +9% fire Max.HP +24.00 Disarm- +20% Pinning- +29% Knockbk- +21% ---------- misc Max.enc +20 Rings make your fingers look great! |
Torihad (132% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Nature Power 133% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 nature While equipped: Stats +2 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +10 (+5 eff.) Dmg.mod +3% mind Blunt and deadly. |
enhanced dwarven-steel mace of rage (133% power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Nature/Master Power 134% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +8 Str +7 Dex +5 Mag +5 Wil +4 Cun +6 Con dps ---------- Dmg.mod +9% physical Acc +9 (+3 eff.) Blunt and deadly. |
acidic deep-steel trident (131% power, 10 apr)3.0 T3 trident 2H weapon [Ego] Arcane Power 131% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
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 (+4 eff.) Spell.pwr +10 (+4 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. |
Revenant (8 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+2 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) Silence- +20% Confus- +20% Pinning- +20% Stun/Frz- +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Bedan the Blastpiety (0 def, 4 armour, 113% power, 40 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Master/Psionic When used to Attack: Power 113% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +11 light +12 darkness On Hit.r1 +8 arcane +4 lightning While equipped: Stats +2 Cun +3 Mag dps ---------- Dmg.mod +12% light +12% darkness Res.pen +25% lightning On shield block: * Cause enemies within radius 6 to bleed for 221 physical damage over 5 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +10% darkness +11% mind +10% light ---------- misc Talents +1 Block Handheld deflection devices. |
4 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. |
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. |
woodsman's iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 39.15 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 39.15 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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.(84 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
cleansing yew totem of healing [power 266] (15 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 266 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. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Bulwarkian I the Thalore Bulwark level 21
62nd Dusk 124th year of Ascendancy at 17:18 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Bulwarkian I the Thalore Bulwark level 18
47th Regrowth 124th year of Ascendancy at 03:54 see stats
Exterminator
Killed 1000 creatures.By Bulwarkian I the Thalore Bulwark level 18
25th Regrowth 124th year of Ascendancy at 01:36 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Bulwarkian I the Thalore Bulwark level 28
1st Wintertide 125th year of Ascendancy at 07:16 see stats
Fear me not!
Survived the Fearscape!By Bulwarkian I the Thalore Bulwark level 28
25th Regrowth 125th year of Ascendancy at 11:05 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bulwarkian I the Thalore Bulwark level 25
28th Haze 124th year of Ascendancy at 03:00 see stats
Level 10
Got a character to level 10.By Bulwarkian I the Thalore Bulwark level 10
80th Haze 123rd year of Ascendancy at 18:29 see stats
Level 20
Got a character to level 20.By Bulwarkian I the Thalore Bulwark level 20
68th Pyre 124th year of Ascendancy at 15:59 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Bulwarkian I the Thalore Bulwark level 18
56th Regrowth 124th year of Ascendancy at 22:08 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Bulwarkian I the Thalore Bulwark level 26
40th Haze 124th year of Ascendancy at 07:30 see stats
The secret city
Discovered the truth about mages.By Bulwarkian I the Thalore Bulwark level 5
70th Haze 122nd year of Ascendancy at 15:20 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Bulwarkian I the Thalore Bulwark level 20
35th Dusk 124th year of Ascendancy at 01:32 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Bulwarkian I the Thalore Bulwark level 17
24th Regrowth 124th year of Ascendancy at 10:06 see stats
Unstoppable
Returned from the dead.By Bulwarkian I the Thalore Bulwark level 28
20th Regrowth 125th year of Ascendancy at 13:15 see stats
Log
Salirin the orc necromancer hits Bulwarkian I for 296 cold damage.
Ghoul receives 42 healing from Rime Wraith from Salirin the orc necromancer.
Deep Wound from Bulwarkian I hits Salirin the orc necromancer for (29 absorbed), 14 physical (14 total damage).
Ghoul is not dazed anymore.
Ghoul is weakened by the darkness!
Bulwarkian I hits Ghoul for 116 physical, 7 fire (123 total damage).
Bulwarkian I hits Dread for 11 mind, 5 fire (16 total damage).
Bulwarkian I hits Salirin the orc necromancer for (10 absorbed), 5 mind, (4 absorbed), 2 fire (7 total damage).
Bulwarkian I receives 5 healing from Bloodcaller.
Salirin the orc necromancer activates Putrescent Liquefaction.
Salirin the orc necromancer roars triumphantly.
Salirin the orc necromancer is invogorated by death!
Salirin the orc necromancer's Hiemal Shield hits Bulwarkian I for 55 cold damage.
Salirin the orc necromancer's putrescent liquefaction area effect hits Bulwarkian I for 59 cold, 59 cold (119 total damage).
Dread casts Pacification Hex.
Bulwarkian I is hexed!
Deep Wound from Bulwarkian I hits Salirin the orc necromancer for (26 absorbed), 13 physical (13 total damage).
Salirin the orc necromancer casts Rune: Shielding.
A shield forms around Salirin the orc necromancer.
Salirin the orc necromancer's Hiemal Shield hits Bulwarkian I for 55 cold damage.
Salirin the orc necromancer casts Rigor Mortis.
Bulwarkian I is recovering from the damage!
Darkness pulsates around Salirin the orc necromancer!
Bulwarkian I feels death coming!
Salirin the orc necromancer hits Bulwarkian I for 388 cold, 109 cold, 388 cold (885 total damage).
Bulwarkian I the level 29 thalore bulwark was chilled to death by Salirin the orc necromancer on level 3 of Hydevor.
Saving game...
Saving done.



















































































