










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Store Wish List 1.6.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Notes to Self 1.3.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers of Rage 1.6.7Official 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:
Pragmatic Heroism 1.4.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Items Vault 1.6.0Donators/Buyers bonus! 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. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Forbidden Cults 1.6.7Official 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.
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Better Item Description 1.6.6This 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 Ashes of Urh'Rok 1.6.7Official 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:
Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Doomelf |
Class | Doombringer |
Level / Exp | 26 / 92% |
Size | big |
Lifes / Deaths | Killed by Cyralaith the elven warrior at level 26 on the 70th Regrowth 123rd year of Ascendancy at 17:49 / 1 |
Primary Stats
Strength | 114 (base 57) |
Dexterity | 17 (base 10) |
Constitution | 15 (base 12) |
Magic | 55 (base 50) |
Willpower | 16 (base 10) |
Cunning | 34 (base 11) |
Resources
Life | 695/595 |
Mana | 301/301 |
Stamina | 190/190 |
Vim | 240/240 |
Healing Factor | 1.1405405405405 |
Regeneration | 0.28513513513513 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 29.420382240384 |
See Invisible | 38.420382240384 |
Offense: Mainhand
Damage | 188 |
Accuracy | 49 |
Crit Chance | 16% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Nature | +15% |
Fire | +10% |
Cold | +31% |
All | 0% |
Offense: Damage Penetration
Light | +10% |
Temporal | +35% |
Physical | +12% |
Mind | +25% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 32.317011280365 (73.452380952381%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 38 |
Mental Save | 11 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 53%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 5%( 70%) |
All | 0%( 70%) |
Darkness | + 35%( 70%) |
Light | + 30%( 70%) |
Temporal | + 12%( 70%) |
Physical | + 1%( 70%) |
Lightning | + 3%( 70%) |
Fire | + 20%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 375 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 102 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 Magic 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 256 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Corruption / Wrath | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Fearfire | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Corruption / Brutality | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Foresight (+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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed warg claw. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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 | ![]() 3.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +4 (+0 eff.) ----- def ----- Armour +7 Fatigue +2% Die.at -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 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.(62 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
Tool | ![]() 3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +5% Dmg.mod +15% nature Res.pen +15% mind +5% nature On Hit (Melee): * 20% chance to slow global speed by 41% ---------- misc Max.mana +21.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +10% fire ----- def ----- Armour +8 Resists +20% fire Rings can have magical properties. |
On fingers | ![]() 0.1 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: 0.42 You won the Ring of Blood trial, and this is your reward. |
Around waist | ![]() 1.0 T3 belt armor [Ego+] Disrupt/Master While equipped: Stats +3 Dex +5 Cun +7 Lck ----- def ----- Resists +10% acid +8% blight Stealth +5 ---------- misc T.Disarm +10 Infravis +4 A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Power 166% 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+ +14 cold On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +10% light +12% physical Acc +20 (+7 eff.) Apr +14 ----- def ----- Resists +1% physical +5% arcane +9% nature Silence- +10% ---------- misc Light +1 Massive two-handed mauls. |
On hands | ![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 cold Dmg.mod +4% cold On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Armour +1 Resists +3% lightning +5% cold +12% blight Spell.save +6 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 14.0 T4 heavy armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +27% cold Res.pen +10% mind +25% temporal Melee Ret 6 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +18% blight +6% temporal +20% darkness ---------- misc Light +2 A suit of armour made of mail. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Str +3 Dex +4 Wil +8 Cun dps ---------- Mind.crit +4% Res.pen +10% temporal Acc +9 (+3 eff.) Apr +7 ----- def ----- Defense +3 (+1 eff.) Resists +6% temporal Spell.save +10 (+4 eff.) Mind.save +7 (+7 eff.) ---------- misc Light +2 See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+6 eff.) Mind.save -7 (-7 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd 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 -309 life. The duration and life will increase by 1% for every 1% life you have lost (currently 257 life, 4 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 759% 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. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 158 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 415 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 223 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+0 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 54 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.14 Max.mana +20.00 Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +12% ---------- misc Infravis +3 Sight +2 See.Invis +5 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Cun dps ---------- Res.pen +10% cold Melee Ret 8 light ----- def ----- Resists +6% lightning +5% arcane +9% acid Spell.save +12 (+5 eff.) ---------- misc Light +3 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Res.pen +20% fire +10% darkness +10% light Melee Ret 8 fire ----- def ----- Armour +4 Defense +6 (+3 eff.) Resists +12% fire Res.Cap +4% all Phys.save +16 (+5 eff.) Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- S.pwr/crit +4 ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Mana/turn +0.33 Max.mana +26.00 Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- S.pwr/crit +4 ----- def ----- Fatigue -6% HP.reg +3.00 ---------- misc Mana/turn +0.18 Max.mana +42.00 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Unseen.red 12% Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.13 Max.mana +33.00 Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +3% light +9% cold Res.pen +5% blight +5% cold Melee Ret 6 blight ----- def ----- Resists +6% light Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +3 Con dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Mind.save +5 (+5 eff.) Max.HP +20.00 Disarm- +37% Confus- +28% Pinning- +28% Knockbk- +26% Def/telep +10 Res/telep +10% Dur/telep +10% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -5% Mind.save +6 (+6 eff.) Confus- +21% ---------- misc Max.enc +21 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +22% Pinning- +24% Knockbk- +23% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +6 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Blind- +22% ---------- misc Infravis +4 See.Stealth +9 See.Invis +8 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) HP.reg +3.00 Stun/Frz- +20% Rings can have magical properties. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 139% Range: 1.3x Uses 10% Mag, 120% Str Dmg Lightning Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% On Crit.r2 +24 dazing lightning While equipped: Stats +2 Str +6 Dex +6 Mag +2 Wil +6 Cun +2 Con dps ---------- Dmg.mod +8% lightning Opal: Lightning Imbue the hammer with a gem of your choice. Uses 9 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 5.0 T2 greatmaul 2H weapon [Ego+] Nature Power 134% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +6 Str +6 Dex +5 Mag +7 Wil +9 Cun +6 Con Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Ego+] Master Power 180% 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% While equipped: dps ---------- Res.pen +13% physical Acc +10 (+4 eff.) Apr +13 Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Arcane Power 148% 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: * Create an explosion dealing 38 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +14% fire Res.pen +20% fire Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Arcane Power 147% 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% Melee+ +7 blight On Hit: 20% Epidemic 3 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 14 While equipped: ----- def ----- Disease- +29% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego++] Nature/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% While equipped: Stats +10 Wil +12 Con dps ---------- Phys.pwr +13 (+3 eff.) Res.pen +9% physical ----- def ----- Max.HP +40.00 Disarm- +25% Massive two-handed swords. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% ----- def ----- Resists +6% acid +9% light +6% darkness +5% arcane +9% nature Crit.dmg- 15.00% Max.HP +45.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.crit +4% Dmg.mod +11% physical Res.pen +9% physical A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.pwr +15 (+7 eff.) Melee Ret 4 lightning ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 ---------- misc Equi/ret +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +9% darkness Res.pen +10% lightning +15% temporal Acc +10 (+4 eff.) Apr +9 On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Defense +2 (+1 eff.) Resists +12% lightning Stealth +8 Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Cosmetic Item] Arcane While equipped: Stats +2 Mag +2 Wil A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +1 Dex dps ---------- Acc +6 (+2 eff.) Apr +3 ----- def ----- Defense +2 (+1 eff.) Resists +10% darkness +12% temporal Def/telep +10 Res/telep +11% Dur/telep +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness +14% temporal Mind.save +7 (+7 eff.) Def/telep +15 Res/telep +11% Dur/telep +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 37% (based on Cunning). Uses 45 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 3.0 T1 feet armor [Rare] Psionic While equipped: Stats +1 Dex +3 Mag +5 Wil +3 Cun ----- def ----- Armour +3 Fatigue +2% Phys.save +5 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) ---------- misc Light +3 See.Invis +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Rare] Nature While equipped: Stats +7 Con dps ---------- Mind.pwr +20 (+10 eff.) ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +11% temporal ---------- misc Equi/ret +0.08 Infravis +1 See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Mov.spd +25% Apr +5 ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor [Rare] Nature While equipped: Stats +4 Str +4 Dex dps ---------- Melee+ 8 lightning Dmg.mod +4% lightning +9% darkness ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning ---------- misc See.Invis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T4 hands armor [Ego+] Master While equipped: Stats +2 Str +7 Dex +2 Cun dps ---------- Acc +13 (+5 eff.) ----- def ----- Armour +3 Phys.save +9 (+3 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego+] Master While equipped: Stats +2 Str +2 Dex +2 Cun ----- def ----- Armour +2 Phys.save +7 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 14 cold Dmg.mod +12% physical +12% darkness +22% cold Res.pen +5% physical Apr +3 On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Armour +3 Defense +10 (+5 eff.) Resists +2% physical +9% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Acc +14 (+5 eff.) ----- def ----- Armour +3 HP.reg +8.00 ---------- misc Stam/turn +0.90 Max.stam +17.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +2 Wil +9 Con ----- def ----- Armour +15 Hardiness +14% Fatigue +5% Resists +7% physical Disarm- +39% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 15 ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +15% fire A cap made of leather. |
![]() 3.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +15% cold ----- def ----- Armour +3 Fatigue +5% Resists +3% light +9% fire Confus- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- Crit.mult +15.00% Phys.pwr +20 (+5 eff.) Res.pen +10% physical Apr +4 ----- def ----- Armour +4 Fatigue +4% Resists +6% nature +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego+] Nature/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +6% temporal A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Phys.pwr +5 (+1 eff.) Mind.pwr +3 (+1 eff.) On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Defense +1 (+0 eff.) Die.at -60.00 life ---------- misc Psi/turn +0.13 Max.stam +20.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +3% Resists +12% light +10% darkness A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +3% blight +6% cold Crit.dmg- 10.00% Mind.save +3 (+3 eff.) HP.reg +4.00 Disarm- +20% ---------- misc Breathe water A cap made of leather. |
![]() 14.0 T3 heavy armor [Rare] Master While equipped: Stats +4 Cun +7 Str dps ---------- Dmg.mod +6% lightning Melee Ret 8 blight ----- def ----- Armour +16 Defense +3 (+1 eff.) Fatigue +12% Resists +12% lightning A suit of armour made of mail. |
![]() 14.0 T3 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +12% Resists +7% acid +8% cold ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T2 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun dps ---------- Apr +3 On Hit (Melee): * 10% chance to reduce armor by 24% ----- def ----- Armour +21 Defense +7 (+3 eff.) Fatigue +12% Resists +9% acid Mind.save +12 (+10 eff.) Max.HP +26.00 HP.reg +1.00 Heal.mod +12% A suit of armour made of mail. |
![]() 17.0 T3 massive armor [Ego] Master While equipped: ----- def ----- Armour +21 Fatigue +22% Resists +17% cold A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor [Ego] Master While equipped: ----- def ----- Armour +15 Fatigue +22% Resists +18% lightning A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +17% lightning +12% light +13% darkness A suit of armour made of metal plates. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Wil +5 Cun dps ---------- Mind.crit +1% Dmg.mod +12% arcane Melee Ret 6 arcane ----- def ----- Resists +6% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Max.HP +20.00 ---------- misc Max.stam +17.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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? |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 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 2.2 Pwr.cost 23 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 76.12 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 76.12 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. |
![]() 1.0 T3 lite [Rare] Master While equipped: ----- def ----- Die.at -60.00 life Max.HP +20.00 Teleport- +20% ---------- misc Light +8 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 18 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 6 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. |
![]() 0.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 451.00 fire damage (based on Magic). Uses 45 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 180 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. |
![]() 2.0 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. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Crit.mult +10.00% Dmg.mod +21% nature Res.pen +5% mind ----- def ----- Mind.save +3 (+3 eff.) Project a gust of wind in a cone knocking enemies back 11 spaces and dealing 300 physical damage Puts all charms on 14 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 28 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Dex dps ---------- Res.pen +10% nature Apr +2 Melee Ret 8 physical ----- def ----- Defense +20 (+10 eff.) ---------- misc Stam/turn +3.00 Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 14 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 209 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 45 and armour hardiness by 50% Puts all charms on 18 cooldown 100% to reduce fatigue by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 14 cooldown 100% to heal for 54. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 19 and armour hardiness by 30% Puts all charms on 23 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Ego] Nature Sting an enemy dealing 540 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 18 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 18 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Shyvana the Doomelf Doombringer level 19
44th Haze 122nd year of Ascendancy at 01:38 see stats
By Shyvana the Doomelf Doombringer level 12
17th Dusk 122nd year of Ascendancy at 14:23 see stats
By Shyvana the Doomelf Doombringer level 19
41st Haze 122nd year of Ascendancy at 20:57 see stats
By Shyvana the Doomelf Doombringer level 22
31st Regrowth 123rd year of Ascendancy at 15:21 see stats
By Shyvana the Doomelf Doombringer level 6
77th Pyre 122nd year of Ascendancy at 23:24 see stats
By Shyvana the Doomelf Doombringer level 25
57th Regrowth 123rd year of Ascendancy at 14:01 see stats
By Shyvana the Doomelf Doombringer level 14
40th Dusk 122nd year of Ascendancy at 20:56 see stats
By Shyvana the Doomelf Doombringer level 10
5th Flare 122nd year of Ascendancy at 05:23 see stats
By Shyvana the Doomelf Doombringer level 20
44th Haze 122nd year of Ascendancy at 01:38 see stats
By Shyvana the Doomelf Doombringer level 25
52nd Regrowth 123rd year of Ascendancy at 07:29 see stats
By Shyvana the Doomelf Doombringer level 17
66th Dusk 122nd year of Ascendancy at 17:04 see stats
By Shyvana the Doomelf Doombringer level 23
49th Regrowth 123rd year of Ascendancy at 03:05 see stats
By Shyvana the Doomelf Doombringer level 8
8th Mirth 122nd year of Ascendancy at 19:12 see stats
By Shyvana the Doomelf Doombringer level 12
31st Dusk 122nd year of Ascendancy at 10:35 see stats
By Shyvana the Doomelf Doombringer level 17
29th Haze 122nd year of Ascendancy at 18:43 see stats
By Shyvana the Doomelf Doombringer level 18
35th Haze 122nd year of Ascendancy at 09:15 see stats
Log
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Shyvana's Rune: Shatter Afflictions has been disrupted by anti-magic forces!
Shyvana casts Destroyer.
Shyvana turns into a demon!
Shyvana casts Blazing Rebirth.
Shyvana is purified by fire.
Shyvana loses 113 health to the soulburn.
Burning from Cyralaith the elven warrior hits Shyvana for 6 fire damage.
Shyvana receives 806 healing.
Cyralaith the elven warrior activates his sigiled pair of dwarven-steel boots!
Cyralaith the elven warrior tries to evade attacks.
Cyralaith the elven warrior casts Rune: Shielding.
A shield forms around Cyralaith the elven warrior.
Cyralaith the elven warrior casts Timeless.
Cyralaith the elven warrior casts Draining Assault.
Cyralaith the elven warrior steals life from Shyvana!
Cyralaith the elven warrior hits Shyvana for 318 physical, 12 fire, 9 fire, 258 physical, 12 fire, 9 fire (618 total damage).
Melee retaliation hits Cyralaith the elven warrior for (7 absorbed), 0 temporal, (7 absorbed), 0 temporal (0 total damage).
Shyvana hits Cyralaith the elven warrior for 123 healing, 4 healing, 4 healing, 92 healing (0 total damage) [222 healing].
Shyvana the level 26 doomelf doombringer was burnt to death by Cyralaith the elven warrior on level 3 of Dark crypt.
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Cyralaith the elven warrior killed Shyvana!
Shyvana is fully armored again.
Shyvana's purification is complete.
Shyvana is not crippled anymore.
Shyvana stops burning.
Shyvana is no longer transformed.
New shimmer option unlocked: Fanged Collar
Shyvana wears (replacing Xanessra the Sunstone (0 def, 3 armour)): Fanged Collar.
Strange... You're pretty sure you died, but you're still here. It does feel like something important is missing, however. Your neck also feels incredibly sore and you have a splitting headache. Somehow, you get the subtle impression that you shouldn't look in a mirror anytime soon.