










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ignore Race/Class Locks 1.7.0Modifies 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: Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Doombringer |
| Level / Exp | 31 / 37% |
| Size | small |
| Lifes / Deaths | Killed by skeleton magus at level 9 on the 9th Mirth 122nd year of Ascendancy at 13:37 0 / 7Killed by armoured skeleton warrior at level 22 on the 26th Dusk 122nd year of Ascendancy at 03:28 Killed by wretchling at level 22 on the 26th Dusk 122nd year of Ascendancy at 09:16 Killed by Dooul's Inner Demon at level 22 on the 26th Dusk 122nd year of Ascendancy at 11:19 Killed by Gurimira the giant lightning ant at level 29 on the 66th Dusk 122nd year of Ascendancy at 19:27 Killed by Guna the dreaming horror at level 31 on the 29th Haze 122nd year of Ascendancy at 19:55 Killed by faerlhing at level 31 on the 40th Haze 122nd year of Ascendancy at 13:16 |
Primary Stats
| Strength | 78 (base 60) |
| Dexterity | 31 (base 28) |
| Constitution | 20 (base 12) |
| Magic | 76 (base 44) |
| Willpower | 16 (base 10) |
| Cunning | 28 (base 11) |
Resources
| Life | -232/861 |
| Stamina | 122/205 |
| Vim | 151/283 |
| Healing Factor | 1.1970588855782 |
| Regeneration | 1.1372059412993 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 30.549391208114 |
| See Invisible | 31.549391208114 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 169 |
| Accuracy | 49 |
| Crit Chance | 14% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +17% |
| Acid | +25% |
| Nature | +9% |
| Temporal | +12% |
| Cold | +11% |
| Physical | +40% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +12% |
| Acid | +15% |
| Temporal | +13% |
| Nature | +20% |
| Physical | +15% |
| Cold | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 16 (38.594633868923%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0.92380522168512 |
| Physical Save | 33 |
| Spell Save | 44 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 57%( 80%) |
| Blight | + 35%( 70%) |
| Physical | + 52%( 75%) |
| Cold | + 42%( 70%) |
| All | + 26%( 70%) |
| Lightning | + 33%( 70%) |
| Light | + 32%( 70%) |
| Temporal | + 46%( 70%) |
| Darkness | + 58%( 70%) |
| Fire | + 46%( 70%) |
| Mind | + 28%( 70%) |
Defense: Immunities
| Stun Resistance | 94% |
| Confusion Resistance | 32% |
| Disarm Resistance | 45% |
| Instadeath Resistance | 100% |
| Silence Resistance | 34% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 411 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 41 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 199 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 502% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Wrath | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 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 |
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 successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Belyvea the Mirenaught (0 def, 9 armour) =GREAT=3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +9% nature Res.pen +12% darkness +13% temporal On Hit (Melee): * 20% chance to slow global speed by 43% * 10% chance to reduce all saves and defense by 17 ----- def ----- Armour +9 Fatigue +3% Resists +15% temporal +15% darkness +3% mind Silence- +34% Confus- +32% Stun/Frz- +34% Def/telep +16 Res/telep +10% Dur/telep +12% ---------- 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. |
| Light source | Cleanse's kiss the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Str dps ---------- Melee Ret 2 cold On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +3 Infravis +1 See.Stealth +5 See.Invis +6 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 | Lisumira (1 def, 0 armour) =5 oop 11 phys=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% temporal +6% mind +11% physical On Hit (Melee): * 20% chance to reduce armor by 37% * 10% chance to reduce all saves and defense by 17 ----- def ----- Defense +1 (+1 eff.) Resists +11% physical Def/telep +5 Res/telep +5% Dur/telep +5% A pointy cloth hat, very wizardly... |
| Tool | iron pickaxe 'Cyriyarin' (dig speed 29 turns) =30 vim=3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Crit.mult +5.00% ----- def ----- Resists +12% acid +3% blight Die.at -20.00 life ---------- misc Max.vim +30.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold quartz ring =30 stun=0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +11 Mag +6 Wil +11 Cun dps ---------- Spell.pwr +10 (+4 eff.) Mind.pwr +9 (+5 eff.) Dmg.mod +12% fire Res.pen +20% nature Melee Ret 4 nature ----- def ----- Resists +6% fire Spell.save +14 (+5 eff.) Stun/Frz- +30% Rings make your fingers look great! |
| On fingers | gold quartz ring =30 stun 7 con=0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +8 Str +7 Con dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
| Around waist | Belythra =12 phys=1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +12% physical Acc +5 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +2% physical Die.at -20.00 life HP.reg +0.70 Heal.mod +11% A belt that goes around your waist. |
| In main hand | balanced dwarven-steel greatmaul of vileness (43-64 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane/Master Power 43.0 - 64.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 blight On Hit: * 24% chance to reduce strength, dexterity, and constitution by 27 While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +13 (+5 eff.) Disarm- +45% Massive two-handed mauls. |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 27.0 - 37.8 Physical Uses 30% Cun, 60% Str, 50% Mag 30% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 83% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| Main armor | dispeller's silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: dps ---------- Dmg.mod +15% acid +12% physical +5% fire +11% cold ----- def ----- Resists +10% lightning +8% darkness +22% fire +13% all +10% acid +13% physical +9% blight +22% cold +9% light Phys.save +11 (+5 eff.) Spell.save +26 (+9 eff.) Mind.save +15 (+7 eff.) ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Frostjustice (1 def, 0 armour) =11 oop=2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Phys.crit +2.0% S.pwr/crit +10 Res.pen +15% cold Apr +1 ----- def ----- Defense +1 (+1 eff.) Resists +12% darkness +12% temporal Die.at -20.00 life Def/telep +10 Res/telep +11% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Manulathanarikhad =15 oop=0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Resists +9% darkness Die.at -40.00 life Max.HP +20.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Amulets make your neck look great! |
Inventory
heroism infusion of the warrior (die at -597; dur 6; cd 25)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 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 -597 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1193 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
shielding rune of the warrior (absorb 301; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 301 damage for 3 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. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... 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. |
Withering Orbs =blnd fight=0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying steel amulet of constitution (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +13% mind Confus- +25% Amulets make your neck look great! |
stabilizing copper amulet of mastery (0.10 Corruption / Brutality)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% temporal Pinning- +21% Knockbk- +20% ---------- misc Masteries +0.10 Corruption/Brutality Amulets make your neck look great! |
Blackwither the gold ring =5 con=0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +7 Str +5 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +15% darkness Res.pen +5% arcane Acc +22 (+8 eff.) Apr +20 ----- def ----- Defense +20 (+7 eff.) Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Bregokath the Deepssnake0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +2 Str +5 Wil +3 Cun +2 Con dps ---------- Melee+ 17 physical Ranged+ 15 physical Res.pen +10% darkness On Hit (Melee): * 15% chance to reduce all saves and defense by 17 On Hit (Ranged): * 12% chance to reduce all saves and defense by 17 ----- def ----- Resists +3% darkness ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Infravis +3 Bleeding Edge: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Silareda the Splendourumbra =9 cun=0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +5 Wil +9 Cun dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +12 (+6 eff.) Res.pen +5% light Acc +5 (+2 eff.) ----- def ----- Resists +6% darkness +9% light Rings make your fingers look great! |
conjurer's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +5 (+2 eff.) Rings make your fingers look great! |
gladiator's copper ring of pilfering =5 con=0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Acc +8 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring 'Hetturion' =11 cun 9 dex=0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +11 Cun +9 Dex dps ---------- Acc +12 (+4 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +10% blight +5% arcane +6% nature +6% acid Poison- +10% Disease- +13% Rings make your fingers look great! |
warrior's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 HP.reg +4.00 Stun/Frz- +30% Rings make your fingers look great! |
quick stralite battleaxe of amnesia (44-65 power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego++] Master/Psionic Power 43.5 - 65.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Acc +16 (+6 eff.) Massive two-handed battleaxes. |
stralite battleaxe of amnesia (44-65 power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego+] Psionic Power 43.5 - 65.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed battleaxes. |
Kerentir the Thunderimmortal (28-41 power, 2 apr) =7 mag 9 con=5.0 T2 greatmaul 2H weapon Reqs Str 16 [Random Unique] Nature/Master/Psionic Power 27.5 - 41.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +17 mind On Hit: * 16% chance to reduce all saves and defense by 17 While equipped: Stats +11 Str +7 Dex +7 Mag +10 Wil +10 Cun +9 Con dps ---------- Dmg.mod +10% physical Res.pen +15% lightning Acc +13 (+5 eff.) Melee Ret 6 lightning Massive two-handed mauls. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 T3 greatsword 2H weapon Reqs Wil 18 Cun 18 Str 18 [Unique] Psionic Power 49.0 - 78.4 Physical Uses 50% Mag, 129% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
dwarven-steel greatsword 'Bognail' (39-62 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Arcane Power 39.0 - 62.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +20 blight On Hit.r1 +20 blight +4 physical On Hit: * 20% chance to slow global speed by 43% * 28% chance to reduce strength, dexterity, and constitution by 27 While equipped: dps ---------- Melee Ret 8 nature On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Die.at -60.00 life Massive two-handed swords. |
dwarven-steel greatsword 'Kelandil' (36-58 power, 21 apr) =10 con=3.0 T3 greatsword 2H weapon Reqs Str 24 [Random Unique] Arcane/Nature/Master Power 36.5 - 58.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +21 Crit +3.5% Atk.spd 100% Phasing +17% Melee+ +8 blight While equipped: Stats +7 Str +12 Wil +2 Cun +10 Con dps ---------- Dmg.mod +10% physical Acc +14 (+5 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Crit.chn- 10.00% Max.HP +28.00 ---------- misc See.Invis +6 Massive two-handed swords. |
Eclipseusher the elven-wood longbow4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Random Unique] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Crit.r2 +77 fire On Hit: * 20 arcane resource burn * 20% chance to reduce damage dealt by 15% While equipped: Stats +6 Con dps ---------- All.spd +9% Dmg.mod +3% darkness Res.pen +20% fire +14% all Acc +11 (+4 eff.) Apr +17 ----- def ----- Resists +3% blight +6% darkness ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 150 life over 5 turns Puts all charms on 12 cooldown Longbows are used to shoot arrows at your foes. |
warbringer's dwarven-steel mace of shearing (25-35 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego++] Master Power 25.0 - 35.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+1 eff.) Res.pen +8% all +7% physical Acc +9 (+3 eff.) Apr +6 ----- def ----- Disarm- +11% Blunt and deadly. |
blazebringer's dwarven-steel waraxe (19-27 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Nature Power 19.0 - 26.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +51 fire While equipped: dps ---------- All.spd +3% Res.pen +10% fire One-handed war axes. |
Bleakwreath =2 con=1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +15% acid Res.pen +5% acid Melee Ret 4 darkness On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Resists +3% blight +3% fire Mind.save +6 (+3 eff.) A belt that goes around your waist. |
grounding hardened leather belt of burglary1.0 T3 belt armor [Ego+] Nature/Master While equipped: Stats +4 Dex +4 Cun +7 Lck ----- def ----- Resists +9% lightning +5% temporal Stealth +7 ---------- misc T.Disarm +8 Infravis +5 A belt that goes around your waist. |
rough leather belt 'Gutta' =40 vim=1.0 T1 belt armor [Rare] Arcane While equipped: Stats +3 Str +4 Mag +2 Wil dps ---------- Res.pen +20% blight ----- def ----- Fatigue -5% Spell.save +9 (+3 eff.) ---------- misc Max.enc +25 Max.vim +40.00 A belt that goes around your waist. |
rough leather belt of unlife =unlife=1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Chargekiss the linen cloak (1 def, 0 armour) =4 con=2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Str +1 Dex +4 Con dps ---------- Res.pen +5% lightning ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galewrither (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Res.pen +5% lightning Melee Ret 4 temporal ----- def ----- Defense +1 (+1 eff.) Resists +6% fire Max.HP +60.00 Disease- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Tudorach' (7 def, 0 armour) =9 mag=2.0 T1 cloak armor [Rare] Master While equipped: Stats +9 Mag ----- def ----- Defense +7 (+3 eff.) Crit.chn- 15.00% Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Islerin the Morningravager (15 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Str +8 Mag +5 Wil dps ---------- Dmg.mod +7% lightning +16% physical +8% cold +11% mind +9% temporal Res.pen +5% temporal +6% physical ----- def ----- Defense +15 (+6 eff.) Resists +7% lightning +5% arcane +6% cold +11% mind +9% all Anom.red +10 Die.at -20.00 life ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Islylaith the woollen robe (0 def, 0 armour) =15 oop=2.0 T2 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Crit.mult +15.00% Spell.pwr +3 (+1 eff.) S.pwr/crit +10 Melee Ret 4 blight ----- def ----- Resists +9% all Spell.save +16 (+5 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betirianne the Glimmernull (0 def, 3 armour) =20 stun=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +2 Wil dps ---------- Melee Ret 2 light ----- def ----- Armour +3 Fatigue -3% Resists +6% temporal Phys.save +9 (+4 eff.) Stun/Frz- +20% ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Falorand (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Mov.spd +25% Dmg.mod +6% acid +9% physical Apr +1 ----- def ----- Armour +3 Fatigue +2% Resists +2% physical ---------- misc Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of rough leather boots of rushing (0 def, 1 armour) =2 con=2.0 T1 feet armor [Ego+] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +1 Resists +6% lightning +5% temporal Rush: Puts all charms on 15 cooldown Level 3.9 Pwr.cost 15 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
invigorating pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Nature/Master While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +3 Fatigue -5% Max.HP +42.00 ---------- misc Stam/turn +0.80 Max.stam +10.00 A pair of boots made of leather. |
pair of hardened leather boots 'Bokublek' (0 def, 3 armour) =6 con=2.0 T3 feet armor [Random Unique] Master While equipped: Stats +5 Str +3 Cun +6 Con dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Dmg.mod +7% physical Apr +5 ----- def ----- Armour +3 Fatigue -6% Resists +3% acid Phys.save +9 (+4 eff.) ---------- misc Max.enc +27 Infravis +3 Size +1 A pair of boots made of leather. |
Bethoba the hardened leather gloves (0 def, 8 armour) =3 con=1.0 T2 hands armor [Random Unique] Nature/Psionic While equipped: Stats +1 Dex +2 Mag +3 Cun +3 Con dps ---------- Melee+ 6 physical Dmg.mod +3% physical Acc +10 (+4 eff.) ----- def ----- Armour +8 Phys.save +11 (+5 eff.) Mind.save +11 (+5 eff.) Disarm- +46% Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +8 physical On Crit.r2 +5 physical On Hit: 20% Perfect Control 3 On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Noonresolve the hardened leather gloves (0 def, 2 armour) =15 oop=1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Spell.crit +4% Crit.mult +10.00% Spell.pwr +20 (+6 eff.) Res.pen +25% arcane Acc +18 (+6 eff.) ----- def ----- Armour +2 Crit.chn- 10.00% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +2 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +10.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Salessra (0 def, 2 armour) =20 stun=1.0 T2 hands armor [Rare] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +7 (+3 eff.) Melee+ 10 arcane Dmg.mod +6% arcane ----- def ----- Armour +2 Resists +18% acid +2% physical +12% arcane Die.at -20.00 life Stun/Frz- +20% Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 arcane On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
restful dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +15.00 Unarmed combat: Power 25.5 - 35.7 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
sand dwarven-steel gauntlets of dexterity (+3) (0 def, 9 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 physical Dmg.mod +3% physical Acc +13 (+5 eff.) ----- def ----- Armour +9 Fatigue +3% Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +12.0% Atk.spd 83% On Hit.r1 +8 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
sand dwarven-steel gauntlets of strength (+3) (0 def, 9 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+2 eff.) Melee+ 7 physical Dmg.mod +6% physical ----- def ----- Armour +9 Fatigue +3% Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +7 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
sand hardened leather gloves of strength (+2) (0 def, 8 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 8 physical Dmg.mod +5% physical ----- def ----- Armour +8 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +7 physical On Crit.r2 +5 physical On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Burning Pain (13 def, 0 armour) =35 fire=4.0 T3 head armor Reqs Cun 25 [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Defense +13 (+5 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 15 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 71.70 fire and 85.79 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. |
Mardyyon (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Master While equipped: Stats +4 Wil +1 Cun +2 Con dps ---------- Crit.mult +15.00% Mind.pwr +10 (+5 eff.) Dmg.mod +13% darkness +14% temporal +15% light +13% physical ----- def ----- Defense +2 (+1 eff.) Phys.save +10 (+5 eff.) ---------- misc See.Invis +6 A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour) =5 con=3.0 T2 head armor Reqs Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
radiant stralite mail armour of implacability (4 def, 16 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +16 Defense +4 (+2 eff.) Fatigue +6% Resists +22% blight +10% darkness Phys.save +6 (+3 eff.) ---------- misc Light +1 A suit of armour made of mail. |
radiant reinforced leather armour of Eyal (12 def, 7 armour)9.0 T4 light armor Reqs Str 18 [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +7 Defense +12 (+5 eff.) Fatigue +8% Resists +18% blight +10% darkness Max.HP +31.00 HP.reg +5.00 Heal.mod +11% ---------- misc Light +2 A suit of armour made of leather. |
599 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. |
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. |
2 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. |
2 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) =totm=3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang =free apr=1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 15 out of 25/25. Range 6 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 151.93 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 151.93 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
Chargedeath [power 3] (15 cooldown) =3 con=2.0 T3 torque charm [Rare] Psionic While equipped: Stats +6 Wil +3 Con dps ---------- Res.pen +20% lightning Melee Ret 10 lightning ---------- misc Infravis +2 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
extending steel torque of psionic shield [power 55] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
powerful steel torque of psionic shield [power 45] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield 'Silyna' [power 55] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Str +3 Dex dps ---------- Phys.crit +4.0% Dmg.mod +6% blight Apr +5 Melee Ret 6 physical ----- def ----- Phys.save +9 (+4 eff.) Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Stormravage the ash totem of healing [power 194] (9 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.pwr +25 (+5 eff.) Acc +20 (+7 eff.) ----- def ----- Armour +4 Resists +6% lightning Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 9 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
5 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. |
2 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. |
3 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. |
4 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. |
2 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
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Dooul the Halfling Doombringer level 24
34th Dusk 122nd year of Ascendancy at 02:32 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Dooul the Halfling Doombringer level 6
77th Pyre 122nd year of Ascendancy at 15:55 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Dooul the Halfling Doombringer level 10
9th Mirth 122nd year of Ascendancy at 21:53 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Dooul the Halfling Doombringer level 20
23rd Dusk 122nd year of Ascendancy at 17:13 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Dooul the Halfling Doombringer level 30
14th Haze 122nd year of Ascendancy at 09:26 see stats
Once bitten, twice shy (Insane (Adventure) difficulty)
Escaped the Anteroom of Agony.By Dooul the Halfling Doombringer level 22
27th Dusk 122nd year of Ascendancy at 12:09 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Dooul the Halfling Doombringer level 27
48th Dusk 122nd year of Ascendancy at 20:41 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Dooul the Halfling Doombringer level 29
65th Dusk 122nd year of Ascendancy at 12:13 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Dooul the Halfling Doombringer level 24
33rd Dusk 122nd year of Ascendancy at 05:35 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Dooul the Halfling Doombringer level 17
16th Dusk 122nd year of Ascendancy at 03:47 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Dooul the Halfling Doombringer level 6
78th Pyre 122nd year of Ascendancy at 17:51 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Dooul the Halfling Doombringer level 9
7th Mirth 122nd year of Ascendancy at 13:56 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Dooul the Halfling Doombringer level 15
1st Dusk 122nd year of Ascendancy at 09:08 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Dooul the Halfling Doombringer level 26
41st Dusk 122nd year of Ascendancy at 13:46 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Dooul the Halfling Doombringer level 17
7th Dusk 122nd year of Ascendancy at 00:53 see stats
Log
Dooul uses Infusion: Healing.
Dooul receives 238 healing from Infusion: Healing.
Dooul uses Infusion: Movement.
Dooul is moving at extreme speed!
Faerlhing's arcane area effect hits Dooul for (56 abyssal shield), 271 arcane (271 total damage).
LIFE LOST WARNING!
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Dooul casts Surge of Power.
Dooul surges with an incredible power!
Dooul slows down.
Dooul receives 107 healing from Surge of Power.
Surge of Power is still on cooldown for 24 turns.
Faerlhing's arcane area effect hits Dooul for (50 abyssal shield), 277 arcane (277 total damage).
LIFE LOST WARNING!
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Dooul uses Infusion: Regeneration.
Dooul starts regenerating health quickly.
Faerlhing's arcane area effect hits Dooul for (49 abyssal shield), 277 arcane (277 total damage).
Dooul the level 31 halfling doombringer was dweomered to death by a faerlhing on level 1 of Ruined Dungeon.

























































































































