










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Talent Point Planner 1.6.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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: 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 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:
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:
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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Doombringer |
| Level / Exp | 30 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by Zubalaith the hornet swarm at level 19 on the 45th Regrowth 123rd year of Ascendancy at 07:13 2 / 4Killed by Shasshhiy'Kaish at level 27 on the 37th Pyre 123rd year of Ascendancy at 18:51 Killed by Salydara the sandworm at level 29 on the 52nd Pyre 123rd year of Ascendancy at 16:28 Killed by Aeruwe the squid at level 30 on the 1st Flare 123rd year of Ascendancy at 16:39 |
Primary Stats
| Strength | 61 (base 60) |
| Dexterity | 11 (base 10) |
| Constitution | 21 (base 12) |
| Magic | 66 (base 59) |
| Willpower | 20 (base 10) |
| Cunning | 28 (base 11) |
Resources
| Mana | 204/204 |
| Vim | 131/131 |
| Life | 910/910 |
| Stamina | 212/212 |
| Steam | 100/100 |
| Healing Factor | 1.186387434555 |
| Regeneration | 5.0421465968586 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +118.72307323196% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 4 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 119 |
| Accuracy | 46 |
| Crit Chance | 55% |
| APR | 52 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +24% |
| All | 0% |
| Physical | +14% |
| Mind | +14% |
| Nature | +12% |
Offense: Damage Penetration
| Lightning | +44% |
| Fire | +64% |
| All | +34% |
Defense: Base
| Armour (hardiness) | 28 (69.309173272933%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 36 |
| Spell Save | 29 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Blight | + 22%( 70%) |
| Physical | + 18%( 70%) |
| Cold | + 7%( 70%) |
| All | 0%( 70%) |
| Lightning | + 41%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 8%( 70%) |
| Mind | + 14%( 70%) |
| Darkness | + 28%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 70% |
| Confusion Resistance | 30% |
| Poison Resistance | 12% |
| Blind Resistance | 13% |
| Silence Resistance | 27% |
| Pinning Resistance | 28% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 46% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 173 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| 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 474 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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 Strength stat. |
Class Talents
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Corruption / Torture | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Flame of Urh'Rok |
| talent | Eternal Suffering |
| talent | Secrets of the Eternals |
| talent | Yarrrr!! |
| talent | Chant of Fortitude |
| talent | Premonition |
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 grave | active |
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 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Disarm (+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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | 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 AlchemistsStire of Derth has completed an elixir of precision without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Silence- +27% Confus- +30% Stun/Frz- +26% A pair of boots made of leather. |
| Light source | scorching brass lantern of health2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +6% fire Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | dwarven-steel helm 'Gazilafang' (0 def, 6 armour) 3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +7 Wil +8 Cun +7 Con dps ---------- Phys.pwr +5 (+2 eff.) Acc +20 (+6 eff.) ----- def ----- Armour +6 Fatigue +4% Resists +8% blight +8% temporal +7% lightning Mind.save +20 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Brodisus [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 34% ----- def ----- Spell.save +3 (+1 eff.) Max.HP +60.00 Heal.mod +10% Blast the opponent's mind dealing 120 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Shockoracle the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Defense +20 (+5 eff.) Resists +3% lightning +3% darkness Die.at -80.00 life Max.HP +21.00 HP.reg +4.00 Disarm- +26% Pinning- +28% Knockbk- +26% Rings can have magical properties. |
| On fingers | stralite ring 'Oozesmash'0.1 T4 ring jewelry [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +14% physical +14% mind +12% nature Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +9% blight +14% physical +14% mind +9% nature Poison- +12% Disease- +18% Rings can have magical properties. |
| Around waist | 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. |
| In main hand | dwarven-steel greatmaul 'Singereign' (40.5-60.75 power, 18 apr) 5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Master Power 40.5 - 60.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +18 Crit +17.5% Atk.spd 100% On Hit.r1 +12 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +20 (+6 eff.) Res.pen +10% fire +9% all Acc +14 (+4 eff.) Apr +11 ----- def ----- Phys.save +12 (+5 eff.) ---------- misc Stam/turn +1.00 Massive two-handed mauls. |
| On hands | iron gauntlets 'Infernovortex' (0 def, 1 armour) 1.5 T1 hands armor [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +24% fire Res.pen +10% lightning +20% fire Melee Ret 6 fire ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+5 eff.) Spell.save +5 (+2 eff.) Mind.save +4 (+2 eff.) Disarm- +105% ---------- misc Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | The Untouchable (14 def, 16 armour) 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +16 Hardiness +20% Defense +14 (+4 eff.) Fatigue +2% When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Cloak | Islodawen the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Defense +2 (+0 eff.) Resists +7% acid +4% physical +7% cold +7% fire +7% lightning Die.at -60.00 life Max.HP +20.00 Stun/Frz- +20% Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Nedunayon the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +13.00% Acc +7 (+2 eff.) Apr +13 ----- def ----- Armour +2 Defense +10 (+3 eff.) Resists +24% lightning +9% light Blind- +13% Stun/Frz- +24% ---------- misc Infravis +4 Sight +2 See.Invis +8 Amulets can have magical properties. |
Inventory
medical injector implant (efficiency 130% / cooldown 80%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 130% efficiency and cooldown mod of 80%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 180% / cooldown 69%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 180% efficiency and cooldown mod of 69%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 11)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.1 steam per turn. Can be activated for an instant burst of 56 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 6)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.2 steam per turn. Can be activated for an instant burst of 31 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature 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 nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the sneak (die at -366; dur 6; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 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 -366 life. The duration and life will increase by 1% for every 1% life you have lost (currently 366 life, 6 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. |
heroism infusion of the wizard (die at -381; dur 6; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 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 -381 life. The duration and life will increase by 1% for every 1% life you have lost (currently 381 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 340; 13 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 340 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 116; 14 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 116 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, blight, cold, mind, nature)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 5 blight, 3 cold, 3 mind, 5 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 87; dur 4; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 87.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 5; phase 23; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 23%, your defense is increased by 23 and all your resistances by 23%. 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. |
shatter afflictions rune of the warrior (absorb 108; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 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 108 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. |
shielding rune (absorb 263; dur 5; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 263 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 264; dur 3; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 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 create a protective shield absorbing at most 264 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
grounding steel amulet of mastery (0.16 Corruption / Oppression)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +22% ---------- misc Masteries +0.16 Corruption/Oppression Amulets can have magical properties. |
stralite amulet of vision0.1 T4 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +13% ---------- misc Infravis +4 Sight +2 See.Invis +8 Amulets can have magical properties. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
gold ring 'Poleraba'0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun +6 Dex dps ---------- Dmg.mod +10% acid Acc +8 (+2 eff.) ----- def ----- Resists +29% acid +5% arcane +9% lightning Phys.save +9 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +9 (+4 eff.) Confus- +10% Rings can have magical properties. |
psionicist's gold ring of misery0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun +6 Wil dps ---------- Melee+ 8 physical Ranged+ 16 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 15 On Hit (Ranged): * 13% chance to reduce all saves and defense by 15 ----- def ----- Mind.save +12 (+5 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
sneakthief's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +11% fire Acc +6 (+2 eff.) ----- def ----- Resists +22% fire Rings can have magical properties. |
Xuth the dwarven-steel greatsword (38.5-61.6 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Nature/Master Power 38.5 - 61.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +20 (+6 eff.) Res.pen +7% physical Acc +12 (+4 eff.) Apr +10 ----- def ----- Armour +4 ---------- misc Stam/turn +2.00 Massive two-handed swords. |
runic yew longbow of acid4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Arcane Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +12 acid On Hit: 10% Arcane Vortex 3 While equipped: Stats +6 Mag dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +12% arcane +23% acid Longbows are used to shoot arrows at your foes. |
Oakknave (23.5-32.9 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Arcane Power 23.5 - 32.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +16 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 81 damage While equipped: dps ---------- Dmg.mod +6% nature Res.pen +25% nature +25% cold On Hit (Melee): * 20% chance to slow global speed by 41% ---------- misc Light +2 Sharp, long, and deadly. |
enhanced dwarven-steel longsword of shearing (21.5-30.1 power, 4 apr)3.0 T3 longsword 1H weapon [Ego++] Nature/Master Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Str +5 Dex +6 Mag +5 Wil +5 Cun +4 Con dps ---------- Res.pen +7% all Acc +6 (+2 eff.) Apr +5 Sharp, long, and deadly. |
caustic steel mace of phasing (12.5-17.5 power, 12 apr)3.0 T2 mace 1H weapon [Ego+] Arcane/Nature Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Crit +1.0% Atk.spd 100% Phasing +10% On Crit.r2 +8 acid +15 nature While equipped: dps ---------- Res.pen +6% acid +9% nature Apr +7 Blunt and deadly. |
infernal elven-wood vilestaff (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +26.00% Spell.pwr +18 (+6 eff.) Melee+ 27 fire Dmg.mod +25% fire ---------- misc See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing deep-steel trident of amnesia (28.5-45.6 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Arcane/Psionic Power 28.5 - 45.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 81 damage A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blue-steel trident of rage (22-35.2 power, 8 apr)3.0 T2 trident 2H weapon [Ego+] Master Power 22.0 - 35.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +9% physical Acc +7 (+2 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
deep-steel trident (30.5-48.8 power, 10 apr)3.0 T3 trident 2H weapon [Normal] Power 30.5 - 48.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
deep-steel trident of corruption (28-44.8 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Arcane Power 28.0 - 44.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Hit: 20% Curse of Defenselessness 3 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
hateful deep-steel trident of daylight (26-41.6 power, 10 apr)3.0 T3 trident 2H weapon [Ego] Arcane/Psionic Power 26.0 - 41.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +12 light +16 darkness Against +23% Undead +13% Living A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
plaguebringer's deep-steel trident (28-44.8 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Arcane Power 28.0 - 44.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 3 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 24 While equipped: ----- def ----- Disease- +34% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick deep-steel trident (24.5-39.2 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Master Power 24.5 - 39.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +24 (+8 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking deep-steel trident (26-41.6 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Master Power 26.0 - 41.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +7 (+2 eff.) Apr +10 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Siluminor the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Acc +15 (+5 eff.) Apr +1 ----- def ----- Defense +5 (+1 eff.) Resists +2% physical Phys.save +6 (+3 eff.) A belt that goes around your waist. |
Vorumilrarin the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +6.0% Melee Ret 4 acid ----- def ----- Resists +9% acid Die.at -80.00 life HP.reg +2.40 Heal.mod +13% ---------- misc Max.stam +30.00 A belt that goes around your waist. |
noble's hardened leather belt of the vagrant1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +3 Wil +3 Cun +1 Con dps ---------- Mind.pwr +3 (+2 eff.) Against +18% Summoned ----- def ----- D.Red.from +21% Summoned Mind.save +7 (+3 eff.) A belt that goes around your waist. |
Duvorogorn the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane +3% light Die.at -60.00 life HP.reg +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isima the cashmere cloak (25 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Con dps ---------- Phys.crit +3.0% ----- def ----- Armour +8 Defense +25 (+7 eff.) Phys.save +23 (+9 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Voryda the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Crit.mult +20.00% Res.pen +15% mind ----- def ----- Defense +2 (+0 eff.) Resists +5% arcane +12% lightning Phys.save +8 (+4 eff.) Mind.save +9 (+4 eff.) Die.at -50.00 life ---------- misc Max.hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zanarath the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +1 (+0 eff.) Resists +6% acid Mind.save +6 (+3 eff.) Die.at -20.00 life Max.HP +80.00 Blind- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellwoven silk robe of lightning (+15%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +3% Spell.pwr +5 (+2 eff.) Dmg.mod +10% lightning ----- def ----- Resists +15% lightning +13% all Spell.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blazewill (0 def, 8 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid +9% fire +15% mind Melee Ret 6 acid On Hit (Melee): * 10% chance to reduce armor by 34% * 20% chance to reduce all saves and defense by 15 ----- def ----- Armour +8 Fatigue +3% Resists +15% acid ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Velowen the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +1 Resists +1% physical +6% nature +5% arcane Cut- +20% A pair of boots made of leather. |
Dairustir (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 5 nature 7 cold Dmg.mod +6% acid +8% cold +3% nature +6% temporal Acc +7 (+2 eff.) ----- def ----- Armour +2 Resists +6% temporal +7% cold +7% nature +9% darkness ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.2 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Islodawen (0 def, 7 armour)1.5 T2 hands armor [Rare] Master While equipped: Stats +5 Dex ----- def ----- Armour +7 Fatigue +3% Resists +3% blight Mind.save +7 (+3 eff.) Max.HP +49.00 HP.reg +4.00 Heal.mod +20% Disease- +20% Disarm- +0% 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. |
brawler's hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Dex +5 Mag +5 Wil +3 Cun dps ---------- Spell.pwr +5 (+2 eff.) Melee+ 9 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Resists +5% arcane Phys.save +9 (+4 eff.) Disarm- +0% ---------- 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. |
stone warden's hardened leather gloves (0 def, 9 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +7 Con ----- def ----- Armour +9 Hardiness +5% Resists +7% physical 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. |
storm drakeskin leather gloves of archery (0 def, 3 armour)1.0 T4 hands armor [Ego+] Nature/Master While equipped: Stats +4 Cun +6 Dex dps ---------- Melee+ 7 lightning Dmg.mod +5% lightning Acc +6 (+2 eff.) Apr +12 ----- def ----- Armour +3 Resists +6% lightning 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). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Burning Pain (9 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +25% fire ----- def ----- Armour +0 Defense +9 (+3 eff.) Fatigue +4% Resists +25% fire Meteor Rain: Level 2.0 Pwr.cost 34 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 66.98 fire and 61.58 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Sulfursmash the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +0 Cun dps ---------- Dmg.mod +6% nature Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +1 Fatigue +1% Resists +12% acid +12% blight Phys.save +11 (+5 eff.) Spell.save +3 (+1 eff.) Mind.save +0 (+0 eff.) A cap made of leather. |
rough leather cap 'Tyrath' (10 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +0 Cun dps ---------- Phys.crit +3.0% Phys.pwr +20 (+6 eff.) ----- def ----- Armour +1 Defense +10 (+3 eff.) Fatigue +1% Resists +3% physical +11% light +11% darkness Mind.save +0 (+0 eff.) ---------- misc See.Invis +6 A cap made of leather. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Hardiness +0% Defense +5 (+1 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 61.69 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
rough leather armour 'Obsidianwarden' (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Melee Ret 4 nature On Hit (Melee): * 10% chance to slow global speed by 41% * 10% chance to reduce damage dealt by 13% ----- def ----- Armour +2 Hardiness +0% Defense +3 (+1 eff.) Fatigue +6% Resists +16% acid A suit of armour made of leather. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
351 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 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. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Nibers the dwarven-steel pickaxe (dig speed 10 turns)3.0 T3 digger tool [Random Unique] Master While equipped: Stats +2 Str dps ---------- Mind.crit +2% Mind.pwr +20 (+10 eff.) Res.pen +10% acid +11% physical Melee Ret 4 mind ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Summertide Phial1.0 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.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
iron mental stimulator0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun ----- def ----- Mind.save +3 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
steel armour reinforcement0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +2 Hardiness +20% Fatigue +4% Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun ----- def ----- Mind.save +6 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
6 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. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Ay ay captain! (Insane (Adventure) difficulty)
Turn into a pirate!By DOOMGUY the Shalore Doombringer level 7
2nd Mirth 122nd year of Ascendancy at 01:00 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By DOOMGUY the Shalore Doombringer level 11
53rd Haze 122nd year of Ascendancy at 18:49 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By DOOMGUY the Shalore Doombringer level 22
12nd Pyre 123rd year of Ascendancy at 14:01 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By DOOMGUY the Shalore Doombringer level 6
77th Pyre 122nd year of Ascendancy at 19:54 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By DOOMGUY the Shalore Doombringer level 10
32nd Haze 122nd year of Ascendancy at 18:19 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By DOOMGUY the Shalore Doombringer level 20
1st Pyre 123rd year of Ascendancy at 07:47 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By DOOMGUY the Shalore Doombringer level 30
3rd Summertide 123rd year of Ascendancy at 17:22 see stats
Once bitten, twice shy (Insane (Adventure) difficulty)
Escaped the Anteroom of Agony.By DOOMGUY the Shalore Doombringer level 24
15th Pyre 123rd year of Ascendancy at 19:22 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By DOOMGUY the Shalore Doombringer level 18
11st Regrowth 123rd year of Ascendancy at 00:30 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By DOOMGUY the Shalore Doombringer level 7
19th Haze 122nd year of Ascendancy at 05:23 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By DOOMGUY the Shalore Doombringer level 19
58th Regrowth 123rd year of Ascendancy at 12:30 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By DOOMGUY the Shalore Doombringer level 10
40th Haze 122nd year of Ascendancy at 10:31 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By DOOMGUY the Shalore Doombringer level 25
24th Pyre 123rd year of Ascendancy at 16:56 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By DOOMGUY the Shalore Doombringer level 16
8th Decay 122nd year of Ascendancy at 05:04 see stats
Log
Today is the 6th Flare of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:01.
Today is the 7th Flare of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:13.
Today is the 8th Flare of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
Today is the 9th Flare of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:38.
Today is the 10th Flare of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:15.
Today is the 1st Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:28.
Today is the 2nd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 11:01.
Today is the 3rd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:50.
Today is the 4th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:15.
Today is the 5th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:40.
Today is the 6th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:51.
Today is the 7th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:16.
DOOMGUY deactivates Secrets of the Eternals.
DOOMGUY deactivates Eternal Suffering.
DOOMGUY deactivates Chant of Fortitude.
DOOMGUY deactivates Yarrrr!!.
DOOMGUY deactivates Premonition.
DOOMGUY deactivates Flame of Urh'Rok.
































































































































