Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Doomelf |
Class | Temporal Warden |
Level / Exp | 26 / 2% |
Size | medium |
Lifes / Deaths | Killed by Zubenn the snow giant chieftain at level 22 on the 35th Regrowth 123rd year of Ascendancy at 05:56 4 / 2Killed by Ce'Nasekira the brown bear at level 23 on the 36th Regrowth 123rd year of Ascendancy at 04:17 |
Primary Stats
Strength | 26 (base 15) |
Dexterity | 29 (base 22) |
Constitution | 58 (base 30) |
Magic | 63 (base 55) |
Willpower | 18 (base 12) |
Cunning | 13 (base 10) |
Resources
Life | 835/835 |
Paradox | 214 |
Healing Factor | 1.8401339505267 |
Regeneration | 11.500837190792 |
Speed
Mental | -4.9404924595819E-12% |
Attack | -5.9618976422371E-12% |
Movement | +13.768122867561% |
Spell | -5.9618976422371E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
See Stealth | 14.394600685393 |
See Invisible | 14.394600685393 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 73 |
Accuracy | 49 |
Crit Chance | 18% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 34 |
Accuracy | 49 |
Crit Chance | 20% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 2% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 17 |
Crit Chance | 2% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
Acid | +9% |
Blight | +6% |
Arcane | +16% |
Cold | +3% |
All | 0% |
Darkness | +12% |
Temporal | 0% |
Physical | +17% |
Mind | +12% |
Nature | +8% |
Offense: Damage Penetration
Arcane | +20% |
Nature | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 26 (49.007671158813%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 26 |
Mental Save | 24 |
Defense: Resistances
Blight | + 20%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 30%( 70%) |
All | + 15%( 70%) |
Darkness | + 51%( 70%) |
Light | + 24%( 70%) |
Temporal | + 20%( 70%) |
Physical | + 25%( 70%) |
Mind | + 19%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 28% |
Bleed Resistance | 70% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 239 damage for 3 turns. Its effects scale with your Magic 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 95 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 773% 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 Magic 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 83 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Bow Threading | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Chronomancy / Speed Control | 1.52 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Phase Pulse |
talent | Contingency |
talent | Weapon Folding |
beneficial effect | Peer into the future, detecting enemies, increasing defense by 14, and granting a 3% chance to ignore critical hits. Precognition |
beneficial effect | The target is moving is 14% faster. 1 Celerity |
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 lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved Dexterity by +5. | 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 Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed bear paw. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
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 within20 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Dourfiend the pair of hardened leather boots (0 def, 3 armour) Dourfiend the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Dmg.mod +6% blight Melee Ret 4 darkness 8 temporal ----- def ----- Armour +3 Resists +6% darkness +3% temporal Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Quiver | quiver of ash arrows 'Breezebile' (15/15, 133% power, 13 apr) quiver of ash arrows 'Breezebile' (15/15, 133% power, 13 apr)3.0 T2 arrow ammo [Rare] Master Power 134% Range: 1.4x Uses 50% Mag, 70% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +13 Crit +9.5% Capacity 15 Proj.spd +200% Ranged+ +20 nature On Hit.r1 +12 fire On Crit.r2 +20 fire +20 cold Arrows are used with bows to pierce your foes to death. |
Light source | preserving brass lantern of health preserving brass lantern of health2.0 T1 lite [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Resists +6% blight Max.HP +43.00 HP.reg +2.00 ---------- 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 | rough leather cap 'Growthnaught' (0 def, 1 armour) rough leather cap 'Growthnaught' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +3 (+1 eff.) Res.pen +10% nature Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 12 ----- def ----- Armour +1 Fatigue +1% Resists +3% light A cap made of leather. |
On hands | Nereba (0 def, 2 armour) Nereba (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +5 Mag +3 Cun +4 Con dps ---------- Dmg.mod +4% arcane +9% physical ----- def ----- Armour +2 Fatigue +3% Resists +7% light +6% darkness Phys.save +12 (+6 eff.) Spell.save +5 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -80.00 life Disarm- +28% ---------- misc Max.stam +20.00 Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 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 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | dwarven-steel torque of psionic shield 'Aeroriarin' [power 75] (25 cooldown) dwarven-steel torque of psionic shield 'Aeroriarin' [power 75] (25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +10 (+4 eff.) Dmg.mod +6% mind Melee Ret 6 mind ----- def ----- Resists +3% physical Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Belerevea the Glacierrazor Belerevea the Glacierrazor0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% cold +12% darkness +12% arcane Res.pen +20% arcane ----- def ----- Resists +18% cold +30% darkness +5% arcane Rings make your fingers look great! |
On fingers | Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | Dairuzor the stralite amulet Dairuzor the stralite amulet0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Dex ----- def ----- Armour +8 Resists +9% physical Die.at -40.00 life Heal.mod +21% Cut- +70% ---------- misc Stam/turn +2.60 Masteries +0.22 Cunning/Survival +0.22 Chronomancy/Speed Control Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 142 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | Dourlady (107% power, 3 apr) Dourlady (107% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master Power 107% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 nature +8 darkness On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +6 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 10% ----- def ----- Resists +3% temporal One-handed war axes. |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | Healtooth (114% power, 7 apr) Healtooth (114% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Arcane Power 114% Range: 1.3x Uses 50% Mag, 50% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +16 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage While equipped: dps ---------- Dmg.mod +9% acid Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 37% * 20% chance to gain 10% of a turn (3/turn limit) Sharp, short and deadly. |
Cloak | Gona (1 def, 0 armour) Gona (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Con dps ---------- Dmg.mod +6% mind ----- def ----- Defense +1 (+0 eff.) Crit.chn- 10.00% ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Emarin (6 def, 8 armour) Emarin (6 def, 8 armour)9.0 T2 light armor [Random Unique] Nature/Psionic While equipped: Stats +2 Con dps ---------- Phys.pwr +20 (+7 eff.) On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Armour +8 Defense +6 (+2 eff.) Fatigue +7% Resists +5% mind Mind.save +12 (+6 eff.) Max.HP +61.00 HP.reg +1.00 Heal.mod +11% A suit of armour made of leather. |
Inventory
wild infusion of the wizard (res 29%; physical; dur 3; cd 13) wild infusion of the wizard (res 29%; physical; dur 3; cd 13)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
blink rune of the sneak (range 4; phase 16; cd 17) blink rune of the sneak (range 4; phase 16; cd 17)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the duelist (power 12; resist 18%; move 32%; dur 5; cd 17) ethereal rune of the duelist (power 12; resist 18%; move 32%; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 18% all resistance, you move 32% faster, and you are invisible (power 12). Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Ce'Nitira Ce'Nitira0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Con ----- def ----- Armour +8 Defense +5 (+1 eff.) Resists +3% acid +9% nature Phys.save +6 (+3 eff.) Stun/Frz- +20% Amulets make your neck look great! |
Wheel of Fate Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +7 (+5 eff.) Dmg.mod +9% fire +11% light +5% all Res.pen +15% fire Acc +6 (+2 eff.) ----- def ----- Resists +22% light +9% mind 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? |
copper opal ring copper opal ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Acc +7 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 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 143% 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! |
copper ring of perseverance copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
Nightsong Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Polibremina Polibremina0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Con dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +8 (+5 eff.) Melee Ret 2 acid ----- def ----- Die.at -40.00 life Silence- +20% Disarm- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
steel ring steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring 'Stormpower' steel ring 'Stormpower'0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 * 20% chance to reduce all saves and defense by 12 ----- def ----- Resists +13% acid +13% fire +3% blight +12% cold +3% mind +14% lightning Rings make your fingers look great! |
titan's steel ring of fire (+24%) titan's steel ring of fire (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% fire ----- def ----- Resists +24% fire Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Hathondur Hathondur0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +20 (+11 eff.) Dmg.mod +9% mind ----- def ----- Fatigue -6% Max.HP +60.00 Poison- +10% ---------- misc Max.enc +25 Rings make your fingers look great! |
Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Skullcleaver (120% power, 4 apr) Skullcleaver (120% power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Spellblaze Shard (120% power, 10 apr) Spellblaze Shard (120% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 50% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 65% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 108.23 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
warbringer's steel dagger of projection (104% power, 6 apr) warbringer's steel dagger of projection (104% power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Master/Psionic Power 105% Range: 1.3x Uses 50% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +7% physical ----- def ----- Disarm- +14% Sharp, short and deadly. |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 0% Mag, 100% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
dwarven-steel dagger of enduring (122% power, 7 apr) dwarven-steel dagger of enduring (122% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Nature Power 122% Range: 1.3x Uses 50% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +7 Con +7 Wil ----- def ----- Max.HP +24.00 Sharp, short and deadly. |
Hornet Stingers (20/20, 117% power, 10 apr) Hornet Stingers (20/20, 117% power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 117% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Muckstrider (17/17, 121% power, 7 apr) Muckstrider (17/17, 121% power, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 122% Range: 1.4x Uses 50% Mag, 70% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +7 Crit +1.5% Capacity 17 Ranged+ +20 nature +20 light On Hit.r1 +4 nature On Crit.r2 +4 nature On Hit: * 10% chance to slow global speed by 37% Arrows are used with bows to pierce your foes to death. |
verdant linen robe of lightning (+16%) (0 def, 0 armour) verdant linen robe of lightning (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +5% nature +11% lightning ----- def ----- Resists +16% lightning +7% all Poison- +22% Disease- +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather belt 'Crackleravage' rough leather belt 'Crackleravage'1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str +1 Con dps ---------- Res.pen +10% mind Melee Ret 6 lightning ----- def ----- Defense +10 (+3 eff.) Max.HP +33.00 ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
pair of iron boots 'Muckidol' (0 def, 3 armour) pair of iron boots 'Muckidol' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +6% acid +3% nature Res.pen +20% mind +5% acid Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce all saves and defense by 12 ----- def ----- Armour +3 Fatigue +2% Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron helm 'Raingrind' (0 def, 3 armour) iron helm 'Raingrind' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +3% acid +6% cold ----- def ----- Armour +3 Fatigue +5% Resists +6% cold ---------- misc Infravis +3 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate 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. |
6 spinel 6 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. |
10 ametrine 10 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 citrine 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. |
3 zircon 3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 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. |
5 opal 5 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 topaz 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. |
7 amethyst 7 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. |
onyx 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 garnet 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
272 alchemist agate 272 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. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 93.18 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 93.18 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. |
Demonic Soul Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
iron pickaxe 'Obsidianwyrd' (dig speed 36 turns) iron pickaxe 'Obsidianwyrd' (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature Res.pen +5% nature Melee Ret 4 nature On Hit (Melee): * 20% chance to reduce damage dealt by 10% ----- def ----- Resists +17% nature +6% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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. |
Rod of Recall (1/1) 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. |
Gorestalker the elm wand of conjuration [power 100] (15 cooldown) Gorestalker the elm wand of conjuration [power 100] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Str +2 Dex +3 Mag dps ---------- Res.pen +15% nature Fire a magical bolt dealing 100 fire damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Dulemun the Doomelf Temporal Warden level 24
53rd Regrowth 123rd year of Ascendancy at 11:00 see stats
By Dulemun the Doomelf Temporal Warden level 19
6th Decay 122nd year of Ascendancy at 16:35 see stats
By Dulemun the Doomelf Temporal Warden level 19
6th Decay 122nd year of Ascendancy at 14:14 see stats
By Dulemun the Doomelf Temporal Warden level 6
77th Pyre 122nd year of Ascendancy at 11:52 see stats
By Dulemun the Doomelf Temporal Warden level 22
34th Regrowth 123rd year of Ascendancy at 20:40 see stats
By Dulemun the Doomelf Temporal Warden level 10
8th Mirth 122nd year of Ascendancy at 02:10 see stats
By Dulemun the Doomelf Temporal Warden level 20
7th Decay 122nd year of Ascendancy at 04:43 see stats
By Dulemun the Doomelf Temporal Warden level 26
56th Regrowth 123rd year of Ascendancy at 11:27 see stats
By Dulemun the Doomelf Temporal Warden level 20
23rd Regrowth 123rd year of Ascendancy at 02:23 see stats
By Dulemun the Doomelf Temporal Warden level 13
3rd Flare 122nd year of Ascendancy at 23:02 see stats
By Dulemun the Doomelf Temporal Warden level 15
35th Dusk 122nd year of Ascendancy at 11:15 see stats
By Dulemun the Doomelf Temporal Warden level 18
77th Haze 122nd year of Ascendancy at 10:22 see stats
By Dulemun the Doomelf Temporal Warden level 20
7th Decay 122nd year of Ascendancy at 19:53 see stats
Log
Talent Precognition is ready to use.
Dulemun casts Precognition.
Talent Precognition is ready to use.
Dulemun casts Precognition.
There is a portal to Eyal here (press '' or right click to use).
Ran for 36 turns (stop reason: at exit).
Quest 'I've a feeling we're not on Eyal anymore' is done! (Press 'j' to see the quest log)
Quest 'I've a feeling we're not on Eyal anymore' completed! (Press 'j' to see the quest log)
You gain 25.00 gold from the transmogrification of Naturewalker the ash totem of summon tentacle [power 165] (25 cooldown).
You gain 1.03 gold from the transmogrification of woodsman's dwarven-steel pickaxe (dig speed 29 turns).
You gain 3.80 gold from the transmogrification of alchemist's hardened leather gloves (0 def, 2 armour).
You gain 3.55 gold from the transmogrification of pair of hardened leather boots of rushing (0 def, 3 armour).
You gain 2.61 gold from the transmogrification of impenetrable dwarven-steel mail armour of cold resistance (3 def, 16 armour).
You gain 12.50 gold from the transmogrification of Spider-Silk Robe of Spydrë (10 def, 15 armour).
You gain 7.74 gold from the transmogrification of windwalling dwarven-steel shield of winter (0 def, 6 armour, 82 block).
You gain 1.85 gold from the transmogrification of dwarven-steel shield of resistance (0 def, 6 armour, 73 block).
You gain 1.55 gold from the transmogrification of acidic dwarven-steel steamsaw of massacre (130% power, 0 apr).
You gain 1.68 gold from the transmogrification of acidic dwarven-steel steamsaw of fire resistance (+18%) (118% power, 0 apr).
You gain 17.81 gold from the transmogrification of Radiancewilter the thorny mindstar (100% power, 24 apr, nature damage).
You gain 18.27 gold from the transmogrification of Floevengeance the steel mace (124% power, 3 apr).
You gain 23.95 gold from the transmogrification of Shinebreak the steel greatmaul (129% power, 2 apr).
You gain 13.74 gold from the transmogrification of ash vilestaff 'Freezenigh' (111% power, 3 apr, darkness element).
New Achievement: Once bitten, twice shy (Nightmare (Adventure) difficulty)!
There is a Small lumberjack village here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.