











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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: 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Bikini Colors 1.7.0Modifies the Customize section of the character creation dialog to provide several color options under the "Special | Bikini / Mankini" section. 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 | Insane Adventure |
| Sex | Female |
| Race | Doomelf |
| Class | Doombringer |
| Level / Exp | 26 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by corrupted sandworm at level 21 on the 17th Regrowth 123rd year of Ascendancy at 10:41 0 / 7Killed by Voruthra the cave bear at level 23 on the 38th Regrowth 123rd year of Ascendancy at 16:06 Killed by Poriwe the ink squid at level 24 on the 40th Regrowth 123rd year of Ascendancy at 09:37 Killed by Isalevena the worm that walks at level 24 on the 40th Regrowth 123rd year of Ascendancy at 15:29 Killed by Zubylaith the saw horror at level 24 on the 40th Regrowth 123rd year of Ascendancy at 23:21 Killed by Zubylaith the saw horror at level 24 on the 41st Regrowth 123rd year of Ascendancy at 01:19 Killed by Bethebeth the snow giant at level 26 on the 63rd Regrowth 123rd year of Ascendancy at 01:24 |
Primary Stats
| Strength | 60 (base 57) |
| Dexterity | 18 (base 10) |
| Constitution | 21 (base 12) |
| Magic | 57 (base 50) |
| Willpower | 17 (base 10) |
| Cunning | 11 (base 11) |
Resources
| Life | -310/1331 |
| Stamina | 74/192 |
| Vim | 1/240 |
| Healing Factor | 1.284804467222 |
| Regeneration | 6.7452234529156 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 132 |
| Accuracy | 45 |
| Crit Chance | 15% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Light | +10% |
| Fire | +23% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Fire | +25% |
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 54.089348373821 (100%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 18 |
| Physical Save | 33 |
| Spell Save | 34 |
| Mental Save | 16 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Blight | + 3%( 70%) |
| Arcane | + 11%( 70%) |
| Cold | + 33%( 70%) |
| All | 0%( 70%) |
| Lightning | + 11%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 6%( 70%) |
| Mind | + 15%( 70%) |
| Darkness | + 3%( 70%) |
| Fire | + 48%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Pinning Resistance | 40% |
| Bleed Resistance | 20% |
| Confusion Resistance | 32% |
| Teleport Resistance | 40% |
| Disarm Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 349 damage for 7 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 108 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 179 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 653% 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
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Fearfire | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Brutality | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 failed to protect the lost defiler from death by Eilinoth the chitinous spider. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Silubeth the giant spider. Escort: temporal explorer (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 33. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed minotaur nose. * You've found the needed electric eel tail. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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.' * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed length of troll intestine. * You've found the needed honey tree root. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 | Xerulaith (0 def, 11 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +7 Con offense ------ On-Hit (Melee): * 20% chance to slow global speed by 36% defense ------ Armor +11 Resistance +8% acid +8% fire +8% lightning +12% cold Spell save +6 (+3 eff.) Unlife -80.00 life A pair of boots made of leather. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cinderschism the rough leather cap (0 def, 2 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Spellpower +20 (+6 eff.) Spellpower/crit +6 Damage +3% fire When Hit 6 lightning defense ------ Armor +2 Fatigue +1% Resistance +6% fire other ------- Vim-on-crit +1.00 Infravision +1 A cap made of leather. |
| Tool | Torchgrinder [power 110] (10/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Defense +5 (+2 eff.) Resistance +6% temporal Physical save +12 (+6 eff.) Life +40.00 Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's gold ring of tenacity0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +5 Str defense ------ Armor +10 Life +30.00 Disarm Resist +25% Pinning Resist +23% Knockbk Resist +23% Rings make your fingers look great! |
| On fingers | Gloomblight the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Con offense ------ Physical Power +25 (+6 eff.) Damage +6% darkness When Hit 2 darkness defense ------ Fatigue -5% Resistance +5% arcane other ------- Encumbrance +21 Rings make your fingers look great! |
| Around waist | Mayyna the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Physical Power +10 (+2 eff.) defense ------ Armor +6 Resistance +3% fire Life +32.00 Confus Resist +10% Teleport Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
| In main hand | Khulmanar's Wrath (70-105 power, 8 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Unique] Arcane Weapon Damage 70.0 - 105.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +8.0% Attack Speed 100% On-hit +50 fire Damage Conversion 20% fire While equipped: offense ------ Damage +20% fire Ignore resists +25% fire defense ------ Resistance +20% fire The wearer is treated as a demon. Infernal Breath: Effective talent level: 3.0 Power cost 35 out of 25/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 149.80 fire damage, and flames will be left dealing a further 34.71 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. This item has been sent to the Item's Vault. |
| On hands | Jetwisp (20 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +9% mind Ignore resists +15% mind Accuracy +11 (+4 eff.) On-Hit (Melee): * 10% chance to reduce damage dealt by 10% defense ------ Armor +1 Defense +20 (+7 eff.) Resistance +3% acid +3% cold +3% lightning Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +1 Critical Rate +6.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Chalarorach (15 def, 7 armour)17.0 Encumbrance T1 massive armor [Rare] Arcane While equipped: defense ------ Armor +7 Defense +15 (+6 eff.) Fatigue +22% Resistance +6% cold +6% arcane +3% mind Spell save +10 (+5 eff.) Life +100.00 Healmod +5% A suit of armour made of metal plates. |
| Cloak | Gagoran (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +6% Accuracy +20 (+7 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +2 (+1 eff.) Resistance +6% nature Life +80.00 Life Regen +2.00 Teleport Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Hettegarek'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Dex +1 Wil defense ------ Resistance +3% darkness +3% blight +11% fire +12% mind +12% cold Cut Resist +20% Confus Resist +22% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Amulets make your neck look great! |
Inventory
heroism infusion of the titan (die at -509; dur 7; cd 27)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 27 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -509 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1137 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+4 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- 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... |
Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Chargemistress0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun offense ------ Damage +3% blight Ignore resists +5% lightning On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 26 defense ------ Defense +6 (+3 eff.) Resistance +9% lightning Rings make your fingers look great! |
copper ring of lightning (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Rings make your fingers look great! |
wizard's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Mind save +5 (+4 eff.) Confus Resist +22% Rings make your fingers look great! |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Siloletta the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +6 Con offense ------ Physical Crit +1.0% Physical Power +9 (+2 eff.) Damage +12% blight defense ------ Armor +4 Resistance +12% blight +3% temporal +6% light Physical save +9 (+5 eff.) Spell save +9 (+4 eff.) Mind save +8 (+6 eff.) Rings make your fingers look great! |
gladiator's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+1 eff.) Accuracy +9 (+3 eff.) Ignore Armor +8 defense ------ Defense +8 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 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 105% 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! |
titan's steel ring of fire (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +11% fire defense ------ Resistance +22% fire Physical save +6 (+3 eff.) Rings make your fingers look great! |
magelord's ash vilestaff (15-18 power, 3 apr, acid element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +2% Spellpower +12 (+4 eff.) On-Hit 23 arcane Damage +15% acid other ------- Max mana +35.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Weapon Damage 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spellpower +20 (+6 eff.) Damage +20% arcane other ------- Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
blighted dragonbone starstaff of power (30-36 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +12% Spellpower +28 (+8 eff.) Damage +30% darkness other ------- Vim-on-crit +2.00 Max vim +19.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Drake's Bane (45-68 power, 21 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Master Weapon Damage 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +2.0% Attack Speed 100% Damage Against +25% Dragon While equipped: Stats +6 Str defense ------ Resist Against +25% Dragon Physical save +9 (+5 eff.) Stun Resist +20% Knockbk Resist +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Tirakai's Maul (32-42 power, 6 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 32.0 - 41.6 Light Uses 10% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +12 blinding light While equipped: Stats +2 Dex +2 Mag +2 Cun offense ------ Damage +4% light other ------- Light +4 Infravision +4 Citrine: Light Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Flameviper (52-78 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 52.0 - 78.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-Hit, radius 1 +12 fire On-crit, radius 2 +4 fire On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) While equipped: Stats +2 Dex +4 Mag other ------- Infravision +2 Massive two-handed mauls. |
Magmaimmortal the dwarven-steel greatmaul (43-64 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Arcane Weapon Damage 43.0 - 64.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +3 Str +6 Mag +9 Wil +3 Cun offense ------ Spellpower +12 (+4 eff.) defense ------ Resistance +9% mind +9% fire Crit Resistance 10.00% other ------- Infravision +1 Massive two-handed mauls. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
Tulebers the Obsidianwisp1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +6% darkness defense ------ Resistance +9% acid +6% temporal Life +54.00 Healmod +15% Blind Resist +10% A belt that goes around your waist. |
Duathelblight1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Con offense ------ Physical Power +8 (+2 eff.) Ignore resists +15% lightning When Hit 2 lightning On-Hit (Melee): * 10% chance to reduce damage dealt by 10% defense ------ Resistance +12% darkness Physical save +9 (+5 eff.) other ------- Size +1 A belt that goes around your waist. |
Galrana the Glarespike (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +3 Dex +1 Mag +2 Wil offense ------ Physical Crit +3.0% Ignore resists +5% light +10% nature defense ------ Defense +1 (+0 eff.) Resistance +6% light Unlife -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Turildil the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str +6 Con offense ------ Physical Crit +2.0% Physical Power +5 (+1 eff.) defense ------ Defense +1 (+0 eff.) Spell save +6 (+3 eff.) other ------- Stamina/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Glarefear' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str +4 Dex +5 Con +6 Lck offense ------ Accuracy +10 (+4 eff.) Ignore Armor +3 defense ------ Armor +1 Resistance +6% light Stealth +6 other ------- Light +3 A pair of boots made of leather. |
Blindkiss the pair of iron boots (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +3% physical Ignore resists +25% physical defense ------ Armor +5 Fatigue +2% Resistance +6% lightning +6% temporal +4% physical other ------- Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eremydir the hardened leather gloves (0 def, 6 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Wil +2 Con offense ------ Critical power +20.00% Mindpower +5 (+4 eff.) Ignore Armor +4 defense ------ Armor +6 Mind save +11 (+7 eff.) Life +49.00 Unarmed combat: Weapon Damage 22.5 - 24.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+4 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+0 eff.) Spell save +4 (+2 eff.) Life +20.00 Unarmed combat: Weapon Damage 13.0 - 18.2 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 83% On-hit +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
stabilizing dwarven-steel helm of might (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +3 Str +4 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +4 Fatigue +4% Physical save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.0 Encumbrance 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. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance 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. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
217 alchemist agate0.0 Encumbrance 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. |
survivor's brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Life +42.00 Healmod +13% other ------- 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. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 28/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Frostwhisper the iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Dex +1 Con offense ------ Damage +6% cold When Hit 2 cold defense ------ Fatigue -5% Resistance +12% blight While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+4 eff.) defense ------ Mind save +10 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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)2.0 Encumbrance 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. |
iron torque of mindblast [power 105] (10/15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 114 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 150] (10/15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 164 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Elalranne [power 265] (10/15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +11 Str +3 Cun +6 Con Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 265 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Sleetwake [power 170] (10/15 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ When Hit 10 cold defense ------ Resistance +6% cold Sting an enemy dealing 170 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to heal for 42. 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Ivydheldabeth [power 278] (10/15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +6% arcane Ignore resists +25% arcane defense ------ Resistance +5% arcane other ------- Mana-on-crit +2.00 Max mana +100.00 Max vim +30.00 Sting an enemy dealing 278 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
evasive ash wand of shielding [power 182] (10/20 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Doometh the Doomelf Doombringer level 25
57th Regrowth 123rd year of Ascendancy at 08:47 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Doometh the Doomelf Doombringer level 24
48th Regrowth 123rd year of Ascendancy at 01:26 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Doometh the Doomelf Doombringer level 13
35th Dusk 122nd year of Ascendancy at 06:50 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Doometh the Doomelf Doombringer level 23
38th Regrowth 123rd year of Ascendancy at 21:23 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Doometh the Doomelf Doombringer level 6
77th Pyre 122nd year of Ascendancy at 14:24 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Doometh the Doomelf Doombringer level 25
57th Regrowth 123rd year of Ascendancy at 08:16 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Doometh the Doomelf Doombringer level 10
3rd Mirth 122nd year of Ascendancy at 03:57 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Doometh the Doomelf Doombringer level 20
1st Decay 122nd year of Ascendancy at 00:26 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Doometh the Doomelf Doombringer level 18
32nd Haze 122nd year of Ascendancy at 18:40 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Doometh the Doomelf Doombringer level 25
57th Regrowth 123rd year of Ascendancy at 08:47 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Doometh the Doomelf Doombringer level 24
47th Regrowth 123rd year of Ascendancy at 15:25 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Doometh the Doomelf Doombringer level 10
4th Mirth 122nd year of Ascendancy at 04:57 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Doometh the Doomelf Doombringer level 25
57th Regrowth 123rd year of Ascendancy at 08:47 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Doometh the Doomelf Doombringer level 10
5th Mirth 122nd year of Ascendancy at 22:19 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Doometh the Doomelf Doombringer level 22
18th Regrowth 123rd year of Ascendancy at 06:23 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Doometh the Doomelf Doombringer level 16
1st Time of Equilibrium 122nd year of Ascendancy at 03:35 see stats
Log
Doometh's morale has been lowered.
Something misses Doometh.
Doometh misses Something.
Doometh is cut deeply.
Something hits Doometh for (0 abyssal shield), 137 physical, (0 abyssal shield), 9 cold, (0 abyssal shield), 36 physical, (0 abyssal shield), 9 cold (192 total damage).
Thunderstorm hits Doometh for (0 abyssal shield), 36 lightning (36 total damage).
Something misses Doometh.
Doometh recovers sight.
Doometh is not disabled anymore.
Talent Dig is ready to use.
Talent Fiery Aegis is ready to use.
Talent Blazing Rebirth is ready to use.
Deep Wound from Bethebeth the snow giant hits Doometh for (0 abyssal shield), 70 physical (70 total damage).
Burning from Bethebeth the snow giant hits Doometh for (0 abyssal shield), 12 fire (12 total damage).
You do not have enough Vim to use Blazing Rebirth.
Warg is on fire!
Minotaur is stunned by the burning flame!
Warg is stunned by the burning flame!
Bethebeth the snow giant resists the searing flame!
Warg's is surrounded with an all-consuming flame!
Doometh hits Warg for 17 fire, 55 physical, 26 fire, 7 light, 4 fire (109 total damage).
Bethebeth the snow giant casts Arcane Strike.
Bethebeth the snow giant performs a melee critical strike against Doometh!
Bethebeth the snow giant is recovering from the damage!
Melee retaliation hits Bethebeth the snow giant for 2 lightning, 1 darkness, 8 blight, 10 fire, 2 lightning, 1 darkness, 8 blight, 10 fire (42 total damage).
Bethebeth the snow giant hits Doometh for (0 abyssal shield), 53 arcane, (0 abyssal shield), 8 cold, (0 abyssal shield), 51 arcane (112 total damage).
Doometh the level 26 doomelf doombringer was energised to death by Bethebeth the snow giant on level 3 of Daikara.
Bethebeth the snow giant prepares for the next kill!























































































































