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 | Insane Adventure |
Sex | Male |
Race | Higher |
Class | Doombringer |
Level / Exp | 25 / 79% |
Size | medium |
Lifes / Deaths | Killed by Nereldalrassra the wolf at level 23 on the 53rd Haze 122nd year of Ascendancy at 06:11 3 / 3Killed by Ivygamira the copperhead snake at level 25 on the 57th Haze 122nd year of Ascendancy at 07:59 Killed by Velumida the elven corruptor at level 25 on the 63rd Haze 122nd year of Ascendancy at 23:00 |
Primary Stats
Strength | 60 (base 44) |
Dexterity | 25 (base 10) |
Constitution | 40 (base 36) |
Magic | 42 (base 33) |
Willpower | 34 (base 10) |
Cunning | 26 (base 11) |
Resources
Life | 777/777 |
Stamina | 232/232 |
Vim | 239/239 |
Healing Factor | 1.2222297605398 |
Regeneration | 2.7500169612146 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 4 |
Infravision | 6 |
See Stealth | 41.602579952692 |
See Invisible | 31.602579952692 |
Offense: Mainhand
Damage | 92 |
Accuracy | 53 |
Crit Chance | 28% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +19% |
Temporal | +3% |
Blight | +6% |
Physical | +12% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Fire | +10% |
Physical | +7% |
Defense: Base
Armour (hardiness) | 41.317011280365 (72.903125182002%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 21 |
Physical Save | 32 |
Spell Save | 28 |
Mental Save | 40 |
Defense: Resistances
Physical | + 7%( 70%) |
Lightning | + 40%( 70%) |
Nature | + 7%( 70%) |
Temporal | + 10%( 70%) |
Fire | + 7%( 70%) |
Arcane | + 11%( 70%) |
Mind | + 10%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Pinning Resistance | 20% |
Bleed Resistance | 10% |
Disarm Resistance | 22% |
Knockback Resistance | 25% |
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 35% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 544% 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 115 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 Willpower stat. |
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 184 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Torture | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Corruption / Fearfire | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You failed to protect the injured seer from death by Nereldalrassra the wolf. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed ice ant stinger. | 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 within5 lumberjacks have died. | done |
Equipment
On feet | Brandroar the pair of iron boots (0 def, 3 armour) Brandroar the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str +4 Dex +3 Mag dps ---------- Res.pen +10% fire ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +3% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 25 out of 10/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 108.32 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 108.32 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. |
On head | Olikath (0 def, 4 armour) Olikath (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +3 Dex dps ---------- Phys.crit +3.0% Crit.mult +5.00% ----- def ----- Armour +4 Fatigue +4% Resists +2% physical Die.at -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Imp Claw Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 127.24 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
On fingers | Cystpride the steel ring Cystpride the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Dex +3 Con dps ---------- Crit.mult +5.00% Dmg.mod +13% lightning +3% physical ----- def ----- Armour +6 Resists +26% lightning +3% nature Phys.save +6 (+3 eff.) Max.HP +22.00 Disarm- +22% Pinning- +20% Knockbk- +25% Rings make your fingers look great! |
On fingers | Tempestnight Tempestnight0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +3% temporal Res.pen +5% lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Blind- +20% ---------- misc Infravis +3 See.Stealth +7 See.Invis +7 Rings make your fingers look great! |
Around waist | Chalehad the rough leather belt Chalehad the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun +7 Wil dps ---------- Dmg.mod +6% blight Against +16% Summoned ----- def ----- D.Red.from +15% Summoned Spell.save +3 (+2 eff.) ---------- misc Vim/s.crit +1.00 Max.vim +10.00 A belt that goes around your waist. |
In main hand | Baruhad (52-78 power, 2 apr) Baruhad (52-78 power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Master Power 52.0 - 78.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Crit.mult +23.00% Res.pen +7% physical Acc +12 (+3 eff.) Apr +25 ----- def ----- Resists +6% mind +1% physical Spell.save +3 (+2 eff.) Mind.save +3 (+1 eff.) Disease- +20% Massive two-handed mauls. |
On hands | dwarven-steel gauntlets 'Velymiba' (0 def, 2 armour) dwarven-steel gauntlets 'Velymiba' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Dex dps ---------- Melee+ 7 lightning Dmg.mod +6% lightning Acc +24 (+6 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning Phys.save +3 (+1 eff.) Cut- +10% Teleport- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Gunuhek the steel mail armour (2 def, 12 armour) Gunuhek the steel mail armour (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Psionic While equipped: Stats +1 Str +11 Wil +12 Cun dps ---------- Dmg.mod +9% physical ----- def ----- Armour +12 Defense +2 (+2 eff.) Fatigue +12% Mind.save +37 (+12 eff.) Die.at -20.00 life A suit of armour made of mail. |
Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 9/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 197 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
Blood of Life Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
movement infusion of the duelist (speed 508%; cd 8) movement infusion of the duelist (speed 508%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 508% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 502%; cd 8) movement infusion of the psychic (speed 502%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 502% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 652%; cd 13) movement infusion of the warrior (speed 652%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 increase movement speed by 652% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 526%; cd 11) movement infusion of the wizard (speed 526%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 526% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; acid, physical, light, blight, temporal, lightning) Prismatic Rune (6 turns; acid, physical, light, blight, temporal, lightning)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 physical, 3 light, 3 blight, 5 temporal, 4 lightning Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 264; dur 4; cd 18) shielding rune of the duelist (absorb 264; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 264 damage for 4 turns. 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. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 207; dur 4; cd 14) shielding rune of the psychic (absorb 207; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 207 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 179; dur 3; cd 18) shielding rune of the titan (absorb 179; dur 3; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 179 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 248; dur 4; cd 17) shielding rune of the wizard (absorb 248; dur 4; 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 create a protective shield absorbing at most 248 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune of the titan (threshold 12; blocks 4; dur 4; cd 17) stormshield rune of the titan (threshold 12; blocks 4; dur 4; 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 12 up to 4 times. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Brightire Brightire0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% fire Res.pen +5% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Defense +4 (+4 eff.) Resists +10% fire +13% cold Res.Cap +3% all Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Amulets make your neck look great! |
Cloudnail the gold amulet Cloudnail the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +10% arcane Melee Ret 6 arcane 8 fire ----- def ----- Resists +12% lightning +15% temporal Pinning- +31% Knockbk- +31% Amulets make your neck look great! |
insulating gold amulet of manastreaming insulating gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +13% fire +12% cold ---------- misc Mana/turn +0.10 Max.mana +20.00 Amulets make your neck look great! |
Xanivena the copper ring Xanivena the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% cold ----- def ----- Resists +3% lightning +34% cold +18% light Spell.save +3 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of corrosion (+22%) rogue's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% acid ----- def ----- Defense +6 (+6 eff.) Resists +22% acid Rings make your fingers look great! |
rogue's copper ring of light (+22%) rogue's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% light ----- def ----- Defense +4 (+4 eff.) Resists +22% light Rings make your fingers look great! |
steel ring 'Vorilaith' steel ring 'Vorilaith'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Dex +3 Con dps ---------- Crit.mult +10.00% ----- def ----- Armour +8 Phys.save +6 (+3 eff.) Mind.save +8 (+3 eff.) Confus- +32% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
steel ring of light (+24%) steel ring of light (+24%)0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Resists +24% light Rings make your fingers look great! |
Skybrawn (23-28 power, 4 apr, darkness element) Skybrawn (23-28 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 23.0 - 27.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +25 (+8 eff.) Dmg.mod +23% temporal +23% darkness +23% physical +9% arcane +23% light Res.pen +10% lightning +10% arcane Melee Ret 4 lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew starstaff of channeling (20-24 power, 4 apr, darkness element) surging yew starstaff of channeling (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +19 (+6 eff.) S.pwr/crit +6 Dmg.mod +20% darkness ---------- misc Mana/turn +0.28 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of greater warding (20-24 power, 4 apr, fire element) yew magestaff of greater warding (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% fire ----- def ----- Armour +7 Defense +8 (+7 eff.) ---------- misc Wards +3 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hateful steel greatsword of massacre (34-54 power, 2 apr) hateful steel greatsword of massacre (34-54 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master/Psionic Power 33.5 - 53.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 darkness Against +7% Living Massive two-handed swords. |
chilling dwarven-steel greatsword of massacre (42-68 power, 2 apr) chilling dwarven-steel greatsword of massacre (42-68 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 42.5 - 68.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +20 cold Massive two-handed swords. |
chilling dwarven-steel greatsword of paradox (34-54 power, 2 apr) chilling dwarven-steel greatsword of paradox (34-54 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 34.0 - 54.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 temporal +14 cold While equipped: ----- def ----- Resists +10% temporal Massive two-handed swords. |
dwarven-steel greatsword of rage (39-62 power, 2 apr) dwarven-steel greatsword of rage (39-62 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 39.0 - 62.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +10% physical Acc +19 (+5 eff.) Massive two-handed swords. |
absorbing thorny mindstar of life (9-10 power, 24 apr, nature damage) absorbing thorny mindstar of life (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Resists +12% lightning +5% fire +7% cold Max.HP +24.00 HP.reg +0.90 ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
absorbing pulsing mindstar (13-14 power, 32 apr, mind damage) absorbing pulsing mindstar (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- Resists +9% lightning +6% fire +5% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty stralite steamgun of tinkering (+2) mighty stralite steamgun of tinkering (+2)4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Str +4 Cun dps ---------- Phys.pwr +5 (+1 eff.) Steampwr +6 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
psychokinetic pouch of steel shots of daylight (16/17, 19-23 power, 2 apr) psychokinetic pouch of steel shots of daylight (16/17, 19-23 power, 2 apr)3.0 T2 shot ammo [Ego+] Arcane/Psionic Power 19.0 - 22.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Ranged+ +7 light +5 physical Against +9% Undead On Hit: * 20% chance to knock the target back 3 spaces and deal 128 physical damage Shots are used with slings to pummel your foes to death. |
acidic dwarven-steel shield of winter (0 def, 6 armour, 77 block) acidic dwarven-steel shield of winter (0 def, 6 armour, 77 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Wil dps ---------- Melee+ 5 acid On shield block: * Deals 110 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 4 acid ----- def ----- Armour +6 Fatigue +8% Resists +14% cold ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield of temporal resistance (+13%) (0 def, 6 armour, 79 block) dwarven-steel shield of temporal resistance (+13%) (0 def, 6 armour, 79 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Fatigue +8% Resists +13% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
Bokinik (0 def, 0 armour) Bokinik (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +2 Dex +6 Mag dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Res.pen +15% acid Melee Ret 8 acid On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Resists +9% all Spell.save +19 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of life (0 def, 0 armour) spellwoven cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane/Nature While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) ----- def ----- Resists +6% blight +11% all Spell.save +15 (+8 eff.) Max.HP +43.00 HP.reg +2.20 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
reinforced leather armour of command (20 def, 10 armour) reinforced leather armour of command (20 def, 10 armour)9.0 T4 light armor [Ego+] Psionic While equipped: Stats +1 Cun ----- def ----- Armour +10 Defense +20 (+13 eff.) Fatigue +8% Mind.save +10 (+3 eff.) A suit of armour made of leather. |
Arcmalice the dwarven-steel mail armour (3 def, 8 armour) Arcmalice the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% nature +15% lightning On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +16% blight +18% cold +13% darkness Max.HP +40.00 HP.reg +3.00 Heal.mod +13% ---------- misc Light +1 A suit of armour made of mail. |
dwarven-steel mail armour 'Hailreeve' (3 def, 8 armour) dwarven-steel mail armour 'Hailreeve' (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Dex dps ---------- Phys.crit +5.0% Dmg.mod +6% cold Acc +25 (+6 eff.) ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +22% fire A suit of armour made of mail. |
impenetrable dwarven-steel mail armour (3 def, 19 armour) impenetrable dwarven-steel mail armour (3 def, 19 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +19 Defense +3 (+3 eff.) Fatigue +12% A suit of armour made of mail. |
steel plate armour 'Murkstreak' (0 def, 9 armour) steel plate armour 'Murkstreak' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: Stats +4 Str +4 Mag +5 Wil dps ---------- Phys.crit +5.0% Spell.crit +6% Mind.crit +7% Phys.pwr +12 (+4 eff.) Spell.pwr +11 (+4 eff.) Mind.pwr +13 (+6 eff.) Dmg.mod +6% acid Res.pen +15% acid ----- def ----- Armour +9 Fatigue +22% Resists +12% lightning +5% physical +16% temporal Phys.save +12 (+6 eff.) A suit of armour made of metal plates. |
linen cloak 'Stokewisp' (1 def, 0 armour) linen cloak 'Stokewisp' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +5 Con dps ---------- Dmg.mod +12% fire Res.pen +10% fire ----- def ----- Defense +1 (+1 eff.) Resists +6% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of Eldoral (2 def, 0 armour) resilient cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +2 (+2 eff.) Max.HP +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Coalvein (0 def, 4 armour) Coalvein (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Wil +3 Con dps ---------- Mind.pwr +20 (+9 eff.) Dmg.mod +12% fire On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Armour +4 Fatigue +3% ---------- misc Max.hate +10.00 Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Naturepulverizer (0 def, 4 armour) Naturepulverizer (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +5 Wil +6 Con dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +7% physical Melee Ret 6 mind ----- def ----- Armour +4 Fatigue +3% Resists +12% nature ---------- misc Psi/ret +0.08 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Rhirand the pair of dwarven-steel boots (0 def, 4 armour) Rhirand the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +1 Mag +3 Wil dps ---------- Spell.crit +2% Dmg.mod +12% acid +12% arcane On Hit (Melee): * 10% chance to reduce armor by 32% ----- def ----- Armour +4 Fatigue +3% Resists +10% fire +7% cold Silence- +25% Confus- +29% Stun/Frz- +32% ---------- misc Mana/turn +0.26 Max.mana +23.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
umbral hardened leather gloves of magic (+4) (0 def, 2 armour) umbral hardened leather gloves of magic (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 11 darkness Dmg.mod +5% arcane +5% darkness ----- def ----- Armour +2 Resists +6% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
psychic's dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) psychic's dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Melee+ 7 mind Dmg.mod +6% arcane +5% mind ----- def ----- Armour +2 Fatigue +3% Resists +7% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Cyrebrena' (1 def, 0 armour) linen wizard hat 'Cyrebrena' (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Str +6 Con dps ---------- Phys.crit +1.0% Dmg.mod +11% darkness +3% physical ----- def ----- Defense +1 (+1 eff.) Resists +16% darkness +3% light A pointy cloth hat, very wizardly... |
rough leather cap 'Smoldersnake' (10 def, 3 armour) rough leather cap 'Smoldersnake' (10 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% physical Res.pen +15% fire +10% physical Acc +10 (+3 eff.) ----- def ----- Armour +3 Defense +10 (+8 eff.) Fatigue +1% Phys.save +12 (+6 eff.) A cap made of leather. |
Barkknave (2 def, 4 armour) Barkknave (2 def, 4 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +7 Con dps ---------- Res.pen +10% nature ----- def ----- Armour +4 Defense +2 (+2 eff.) Mind.save +8 (+3 eff.) ---------- misc Max.stam +20.00 A pointy cloth hat, very wizardly... |
Earyleg the dwarven-steel helm (20 def, 4 armour) Earyleg the dwarven-steel helm (20 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con dps ---------- Melee Ret 8 physical ----- def ----- Armour +4 Defense +20 (+13 eff.) Fatigue +4% Phys.save +15 (+7 eff.) ---------- misc Max.stam +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate 6 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. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
9 ametrine 9 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. |
11 citrine 11 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 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. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet 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. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
261 alchemist agate 261 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. |
Alyrin the brass lantern Alyrin the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Spell.crit +1% Crit.mult +5.00% Mind.pwr +10 (+5 eff.) Melee Ret 6 arcane ----- def ----- Max.HP +40.00 ---------- misc Mana/turn +0.04 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. |
brass lantern 'Beimasin' brass lantern 'Beimasin'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Armour +8 Resists +3% mind +3% temporal Phys.save +12 (+6 eff.) Max.HP +47.00 Heal.mod +5% Knockbk- +10% ---------- 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. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 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 Entropy (1/1) Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 92% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
evasive iron torque of clear mind [power 1] (25 cooldown) evasive iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of clear mind [power 2] (25 cooldown) dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 194] (15 cooldown) ash totem of healing [power 194] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Yvuriakira the yew totem of summon tentacle [power 220] (25 cooldown) Yvuriakira the yew totem of summon tentacle [power 220] (25 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Wil dps ---------- Acc +30 (+8 eff.) Melee Ret 10 blight ----- def ----- Defense +25 (+16 eff.) Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 571 Base Damage: 238 Armor: 21 All Resist: 22 Puts all charms on 25 cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Kilnstoker [power 110] (20 cooldown) Kilnstoker [power 110] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Dmg.mod +6% acid +6% fire Res.pen +10% fire ----- def ----- Resists +3% fire Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive ash wand of clairvoyance [power 10] (15 cooldown) evasive ash wand of clairvoyance [power 10] (15 cooldown)2.0 T2 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 10, power 59 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to gain a 10% 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. |
Growthravager [power 278] (15 cooldown) Growthravager [power 278] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +25% lightning +25% nature Melee Ret 8 nature On Hit (Melee): * 20% chance to slow global speed by 48% Create a radius 3 storm for 5 turns. Each turn, creatures within take 66 lightning damage and will be dazed for 1 turn (330 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By DOOMY ON YA the Higher Doombringer level 9
33rd Dusk 122nd year of Ascendancy at 19:34 see stats
By DOOMY ON YA the Higher Doombringer level 24
54th Haze 122nd year of Ascendancy at 13:05 see stats
By DOOMY ON YA the Higher Doombringer level 6
77th Pyre 122nd year of Ascendancy at 15:29 see stats
By DOOMY ON YA the Higher Doombringer level 10
39th Dusk 122nd year of Ascendancy at 19:05 see stats
By DOOMY ON YA the Higher Doombringer level 20
35th Haze 122nd year of Ascendancy at 02:15 see stats
By DOOMY ON YA the Higher Doombringer level 9
20th Dusk 122nd year of Ascendancy at 20:57 see stats
By DOOMY ON YA the Higher Doombringer level 9
19th Dusk 122nd year of Ascendancy at 02:10 see stats
By DOOMY ON YA the Higher Doombringer level 23
53rd Haze 122nd year of Ascendancy at 03:09 see stats
By DOOMY ON YA the Higher Doombringer level 16
10th Haze 122nd year of Ascendancy at 07:55 see stats
Log
Rested for 2 turns (stop reason: hostile spotted to the south (Velumida the elven corruptor)).
DOOMY ON YA casts Rune: Shielding.
A shield forms around DOOMY ON YA.
DOOMY ON YA casts Abduction.
Velumida the elven corruptor is on fire!
Velumida the elven corruptor's is surrounded with an all-consuming flame!
Melee retaliation hits DOOMY ON YA for (3 abyssal shield), (3 absorbed), 0 acid, (3 abyssal shield), (3 absorbed), 0 acid (0 total damage).
DOOMY ON YA hits Velumida the elven corruptor for (73 flat reduction), (32 stormshielded), 0 physical, (8 flat reduction), 0 lightning, (8 flat reduction), 0 fire, (73 flat reduction), (116 stormshielded), 0 physical, (8 flat reduction), 0 lightning, (8 flat reduction), 0 fire (0 total damage).
Velumida the elven corruptor casts Blood Grasp.
Velumida the elven corruptor's Blood Grasp hits DOOMY ON YA for (6 abyssal shield), (153 absorbed), 0 blight (0 total damage).
Burning from DOOMY ON YA hits Velumida the elven corruptor for (5 flat reduction), 0 fire (0 total damage).
DOOMY ON YA receives 2 healing from Devouring flames from DOOMY ON YA.
DOOMY ON YA casts Draining Assault.
Talent Born into Magic is ready to use.
Melee retaliation hits DOOMY ON YA for (3 abyssal shield), (3 absorbed), 0 acid, (3 abyssal shield), (3 absorbed), 0 acid (0 total damage).
DOOMY ON YA hits Velumida the elven corruptor for (73 flat reduction), (46 stormshielded), 0 physical, (8 flat reduction), 0 lightning, (8 flat reduction), 0 fire, (73 flat reduction), (40 stormshielded), 0 physical, (8 flat reduction), 0 lightning, (8 flat reduction), 0 fire (0 total damage).
Velumida the elven corruptor casts Blood Spray.
DOOMY ON YA is afflicted by a rotting disease!
Your shield crumbles under the damage!
The shield around DOOMY ON YA crumbles.
Velumida the elven corruptor hits DOOMY ON YA for (15 abyssal shield), (20 absorbed), 148 blight (148 total damage).
DOOMY ON YA the level 25 higher doombringer was fouled to death by Velumida the elven corruptor on level 1 of Mark of the Spellblaze.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Velumida the elven corruptor killed DOOMY ON YA!
Saving game...
Saving done.