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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
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! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Doomelf |
| Class | Annihilator |
| Level / Exp | 47 / 56% |
| Size | medium |
| Lifes / Deaths | Killed by Siloba the ghast at level 23 on the 75th Haze 122nd year of Ascendancy at 09:48 0 / 8Killed by Aditha the snow giant at level 27 on the 6th Decay 122nd year of Ascendancy at 07:30 Killed by war hound at level 28 on the 10th Allure 123rd year of Ascendancy at 06:13 Killed by Celia at level 30 on the 22nd Regrowth 123rd year of Ascendancy at 02:14 Killed by Salagalaith the slimy ooze at level 31 on the 51st Regrowth 123rd year of Ascendancy at 06:27 Killed by Salagalaith the slimy ooze at level 31 on the 51st Regrowth 123rd year of Ascendancy at 08:13 Killed by DOOM AND ANNIHILATION at level 42 on the 41st Dusk 123rd year of Ascendancy at 16:15 Killed by Neryba the orc high cryomancer at level 47 on the 6th Haze 123rd year of Ascendancy at 13:45 |
Primary Stats
| Strength | 35 (base 16) |
| Dexterity | 117 (base 66) |
| Constitution | 34 (base 15) |
| Magic | 89 (base 50) |
| Willpower | 49 (base 8) |
| Cunning | 126 (base 65) |
Resources
| Life | -125/1047 |
| Mana | 531/651 |
| Paradox | 5 |
| Steam | 90/100 |
| Healing Factor | 1.4781146968447 |
| Regeneration | 47.313374009853 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 14 |
| Infravision | 9 |
| See Stealth | 54 |
| See Invisible | 46 |
Offense: Mainhand
| Damage | 168 |
| Accuracy | 84 |
| Crit Chance | 71% |
| APR | 34 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 77 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Mind
| Mindpower | 78 |
| Crit Chance | 49% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +13% |
| Blight | +6% |
| Arcane | +33% |
| Cold | +17% |
| All | 0% |
| Darkness | +9% |
| Light | +42% |
| Temporal | +21% |
| Physical | +40% |
| Fire | +32% |
| Lightning | +8% |
Offense: Damage Penetration
| Darkness | +35% |
| Fire | +70% |
| Temporal | +15% |
| Blight | +25% |
| Physical | +40% |
| Mind | +30% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 53.522593642275 (82.32946707186%) |
| Defense | 61 |
| Ranged Defense | 64 |
| Fatigue | 37 |
| Physical Save | 33 |
| Spell Save | 34 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 10%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 46%( 70%) |
| Physical | + 23%( 70%) |
| Fire | + 62%( 70%) |
| Lightning | + 67%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 55% |
| Bleed Resistance | 20% |
| Confusion Resistance | 10% |
| Stun Resistance | 50% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.9 steam per turn. Can be activated for an instant burst of 74 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 205% efficiency and cooldown mod of 52%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 219% efficiency and cooldown mod of 83%. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 152 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.0 steam per turn. Can be activated for an instant burst of 75 steam. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Heavy weapons | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.10 |
| 2/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | 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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by Lisoda the giant venus flytrap. Escort: repented thief (level 2 of Norgos Lair) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed bear paw. * You've found the needed ice wyrm tooth. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | fleetfooted pair of drakeskin leather boots of speed (5 def, 5 armour) 2.0 T5 feet armor [Ego+] Arcane/Master While equipped: Stats +15 Dex dps ---------- Mov.spd +25% ----- def ----- Armour +5 Defense +5 (+1 eff.) Phys.save +15 (+7 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% A pair of boots made of leather. |
| Quiver | Samayalen (54/55, 78-94 power, 18 apr) 3.0 T5 shot ammo [Random Unique] Arcane/Master Power 78.5 - 94.2 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +18 Crit +21.0% Capacity 55 Rld cld 2 Proj.spd +237% Ranged+ +30 cold On Crit.r2 +24 physical On Hit: * Create an explosion dealing 159 fire damage (1/turn) On Crit: * Wound the target dealing 370 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +4 Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Morningstun' 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +22% light On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +9% blight Max.HP +42.00 ---------- misc Light +7 See.Stealth +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steamcatcher (12 def, 0 armour) 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+3 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+3 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
| On hands | hardened leather gloves 'Abyssbringer' (0 def, 2 armour) 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% fire Res.pen +20% mind +20% fire Melee Ret 6 fire ----- def ----- Armour +2 Resists +6% fire HP.reg +3.00 Disarm- +100% ---------- misc Stam/turn +1.00 Max.stam +17.00 Talents +5 Iron Grip Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Emurenne the Unlightrend [power 302] (18/20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +4 Dex +3 Mag +7 Wil dps ---------- Dmg.mod +15% arcane ----- def ----- Resists +5% arcane +9% darkness ---------- misc Light +2 Create a shield absorbing up to 302 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Rimestalker0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +3 Str +8 Wil +8 Cun dps ---------- Mind.pwr +13 (+3 eff.) Dmg.mod +9% cold +30% physical Acc +20 (+4 eff.) ----- def ----- Resists +9% lightning ---------- misc Light +3 Rings make your fingers look great! |
| On fingers | voratun ring 'Hanutar'0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +10 Dex +2 Mag +17 Cun dps ---------- Melee+ 33 physical Ranged+ 35 physical Dmg.mod +6% blight +20% light +18% arcane Phasing +35% Acc +14 (+3 eff.) Melee Ret 6 blight On Hit (Melee): * 20% chance to reduce all saves and defense by 42 On Hit (Ranged): * 18% chance to reduce all saves and defense by 42 ----- def ----- Resists +40% light Max.HP +100.00 HP.reg +20.00 Heal.mod +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Hate/m.crit +3.00 Max.hate +15.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| Around neck | Ebonynigh0.1 T4 amulet jewelry [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +7% acid +9% darkness +8% fire +8% lightning +8% cold Res.pen +15% physical +25% fire On Hit (Melee): * 20% chance to reduce damage dealt by 34% ----- def ----- Armour +10 Resists +2% physical ---------- misc Stam/turn +2.00 Amulets make your neck look great! |
| In main hand | penetrating voratun steamgun of piercing 4.0 T5 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: * chills your foe dealing 60 damage and slowing them by one tenth of a turn Uses 2.0 Steam While equipped: dps ---------- Res.pen +15% physical +10% all Acc +10 (+2 eff.) Apr +12 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Dimstake 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex +11 Mag +11 Wil +6 Cun dps ---------- Phys.crit +12.0% Spell.crit +6% Mind.crit +13% Dmg.mod +6% acid Res.pen +15% blight +5% temporal +25% darkness ----- def ----- Resists +27% acid Anom.red +20 Max.HP +119.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +80.00 Max.stam +65.00 Max.hate +19.00 Max.psi +34.00 Max.vim +40.00 Max.P.En +40.00 Max.N.En +38.00 A belt that goes around your waist. |
| In off hand | Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 50% Mag, 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+5 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | cashmere cloak 'Hellpiety' (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% fire +21% temporal Res.pen +15% fire Melee Ret 4 lightning ----- def ----- Defense +2 (+1 eff.) Resists +36% lightning +21% fire Mind.save +10 (+4 eff.) Stun/Frz- +50% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Turibers (13 def, 13 armour) 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con ----- def ----- Armour +13 Defense +13 (+3 eff.) Fatigue +7% Resists +18% lightning +9% darkness Phys.save +8 (+4 eff.) Max.HP +20.00 HP.reg +4.00 Cut- +20% A suit of armour made of mail. |
Inventory
medical injector implant (efficiency 114% / cooldown 50%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 114% efficiency and cooldown mod of 50%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the duelist (steam 12)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.8 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
Primal Infusion (affinity 15%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the psychic (speed 650%; cd 17)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 650% 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. |
Rune of the Rift (346.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 418.66 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 202; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 202 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. 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 sneak (absorb 548; dur 5; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 548 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +10% Cut- +40% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 458 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Corruptiontide the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +5 Dex +4 Wil +9 Con dps ---------- Res.pen +20% nature ----- def ----- Crit.dmg- 15.00% ---------- misc Light +3 Amulets make your neck look great! |
wanderer's steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Str +4 Dex +3 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Kindledare the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +3% mind +12% fire Res.pen +25% darkness +10% fire Melee Ret 6 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 42 Amulets make your neck look great! |
gold amulet 'Glintrace'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +5 Cun +5 Con dps ---------- Phys.pwr +25 (+4 eff.) Mind.pwr +30 (+6 eff.) Mov.spd +10% Dmg.mod +18% light ----- def ----- Armour +4 Defense +20 (+5 eff.) Fatigue -7% HP.reg +3.00 ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
Brightquencher =mag=0.1 T4 amulet jewelry [Rare] Arcane While equipped: Stats +8 Mag dps ---------- Dmg.mod +15% acid +12% fire On Hit (Melee): * 20% chance to reduce armor by 44% ----- def ----- Resists +6% acid +15% temporal Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
titan's copper ring of fire (+22%) =con=0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +4 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
wizard's copper ring =mag=0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Gunoyasus the steel ring =str/con=0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Str +2 Wil +5 Con dps ---------- Mind.crit +2% Phys.pwr +10 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +16 (+3 eff.) ----- def ----- Armour +6 ---------- misc Hate/m.crit +2.00 Rings make your fingers look great! |
conjurer's steel ring of perseverance =mag=0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +28% Rings make your fingers look great! |
conjurer's steel ring of perseverance =will/mag=0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +23% Rings make your fingers look great! |
solipsist's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +7 (+1 eff.) Acc +9 (+2 eff.) Apr +7 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 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 82% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring 'Stormtooth'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +24% lightning Res.pen +20% arcane +20% lightning Melee Ret 4 darkness Rings make your fingers look great! |
solipsist's gold ring of frost (+10%)0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +13% cold ----- def ----- Resists +10% blight +26% cold Rings make your fingers look great! It was hardened by the digestive sack. |
Dayonslaught the stralite ring =con=0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +27% light +9% fire Res.pen +25% acid On Hit (Melee): * 20% chance to reduce armor by 44% ----- def ----- Resists +12% light Phys.save +14 (+7 eff.) Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
stralite ring0.1 T4 ring jewelry [Normal] Rings make your fingers look great! |
sneakthief's voratun ring of warding0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +9 Cun +7 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- Resists +25% acid +20% fire +22% lightning +21% cold Rings make your fingers look great! |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+4 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Adibeth (0 def, 1 armour) =dex=2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Res.pen +5% blight +15% arcane Melee Ret 2 blight 2 temporal ----- def ----- Armour +1 Stealth +6 Def/telep +15 Res/telep +15% Dur/telep +15% A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Frost Treads (1 def, 4 armour) =str=2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Chamylarim the Scorchtrail (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +21% fire +3% light +3% mind Res.pen +10% light +10% mind ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +10% temporal +9% mind Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blighted rough leather gloves of dexterity (+3) (0 def, 1 armour) =dex=1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 blight Dmg.mod +3% blight Acc +11 (+2 eff.) ----- def ----- Armour +1 Resists +5% blight Unarmed combat: Power 6.5 - 7.2 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +1 Crit +6.0% Atk.spd 100% On Crit.r2 +6 blight On Hit: 20% Soul Rot 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's dwarven-steel gauntlets of the starseeker (0 def, 9 armour) =con=1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +3 Mag +2 Cun +8 Con ----- def ----- Armour +9 Hardiness +8% Fatigue +3% Resists +7% physical +6% light +7% darkness ---------- misc Infravis +2 Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +10 light +21 darkness On Hit: 5% Stone Touch 3 Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 90.59 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's voratun gauntlets of the nighthunter (0 def, 13 armour) =con=1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +13 Con dps ---------- Acc +8 (+1 eff.) ----- def ----- Armour +13 Hardiness +9% Fatigue +5% Resists +11% darkness +6% physical ---------- misc Infravis +3 Unarmed combat: Power 29.5 - 41.3 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Acc +8 Apr +15 Crit +18.0% Atk.spd 83% Melee+ +20 darkness On Hit: 5% Stone Touch 5 On Crit: 10% Dominate 5 Track: Puts all charms on 15 cooldown Level 1.8 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Baretar (0 def, 3 armour) =con=2.0 T3 head armor [Rare] Master While equipped: Stats +1 Str +8 Con dps ---------- Phys.crit +8.0% Acc +10 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Phys.save +7 (+4 eff.) Mind.save +7 (+3 eff.) ---------- misc Max.stam +30.00 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
3 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
3 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. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
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 Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
717 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. |
60 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 43.94 cold damage and 52.57 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
potent air recycler0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
powerful frost salve [power 42] powerful frost salve [power 42]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 219% efficiency and 83% cooldown modifier. Remove 2 physical effects and grants a frost aura (42% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 55] amazing frost salve [power 55]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 219% efficiency and 83% cooldown modifier. Remove 3 physical effects and grants a frost aura (55% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 789] amazing healing salve [power 789]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 219% efficiency and 83% cooldown modifier. Heal 789 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 493] powerful pain suppressor salve [power 493]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 219% efficiency and 83% cooldown modifier. Let you fight up to -493 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 42] powerful water salve [power 42]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 219% efficiency and 83% cooldown modifier. Remove 2 mental effects and grants a water aura (42% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing water salve [power 55] amazing water salve [power 55]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 219% efficiency and 83% cooldown modifier. Remove 3 mental effects and grants a water aura (55% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Hettytokor the iron pickaxe (dig speed 38 turns) =str=3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +3% arcane Melee Ret 2 mind ----- def ----- Fatigue -5% ---------- misc Psi/ret +0.16 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Shimmershaper' (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +15% lightning Res.pen +10% light +20% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 42 ----- def ----- Max.HP +26.00 ---------- misc Max.stam +21.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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)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 139% 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)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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 556.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
focusing dwarven-steel torque of clear mind [power 2] (18/25 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 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
A View From The Gallery (Nightmare (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By DOOM AND ANNIHILATION the Doomelf Annihilator level 29
13rd Regrowth 123rd year of Ascendancy at 05:47 see stats
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By DOOM AND ANNIHILATION the Doomelf Annihilator level 35
48th Pyre 123rd year of Ascendancy at 19:27 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By DOOM AND ANNIHILATION the Doomelf Annihilator level 35
23rd Pyre 123rd year of Ascendancy at 21:27 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By DOOM AND ANNIHILATION the Doomelf Annihilator level 39
79th Pyre 123rd year of Ascendancy at 02:19 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By DOOM AND ANNIHILATION the Doomelf Annihilator level 45
76th Dusk 123rd year of Ascendancy at 04:02 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By DOOM AND ANNIHILATION the Doomelf Annihilator level 37
75th Pyre 123rd year of Ascendancy at 22:43 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By DOOM AND ANNIHILATION the Doomelf Annihilator level 31
28th Regrowth 123rd year of Ascendancy at 20:16 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By DOOM AND ANNIHILATION the Doomelf Annihilator level 16
41st Dusk 122nd year of Ascendancy at 13:56 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By DOOM AND ANNIHILATION the Doomelf Annihilator level 45
2nd Haze 123rd year of Ascendancy at 14:03 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By DOOM AND ANNIHILATION the Doomelf Annihilator level 36
72nd Pyre 123rd year of Ascendancy at 14:38 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By DOOM AND ANNIHILATION the Doomelf Annihilator level 35
70th Pyre 123rd year of Ascendancy at 16:21 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By DOOM AND ANNIHILATION the Doomelf Annihilator level 21
66th Haze 122nd year of Ascendancy at 23:53 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By DOOM AND ANNIHILATION the Doomelf Annihilator level 19
7th Haze 122nd year of Ascendancy at 04:54 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By DOOM AND ANNIHILATION the Doomelf Annihilator level 27
7th Decay 122nd year of Ascendancy at 15:46 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By DOOM AND ANNIHILATION the Doomelf Annihilator level 31
28th Regrowth 123rd year of Ascendancy at 08:22 see stats
Flooder (Nightmare (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By DOOM AND ANNIHILATION the Doomelf Annihilator level 46
2nd Haze 123rd year of Ascendancy at 15:25 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By DOOM AND ANNIHILATION the Doomelf Annihilator level 6
77th Pyre 122nd year of Ascendancy at 08:44 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By DOOM AND ANNIHILATION the Doomelf Annihilator level 29
3rd Regrowth 123rd year of Ascendancy at 14:57 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By DOOM AND ANNIHILATION the Doomelf Annihilator level 10
5th Mirth 122nd year of Ascendancy at 14:32 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By DOOM AND ANNIHILATION the Doomelf Annihilator level 20
7th Haze 122nd year of Ascendancy at 11:53 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By DOOM AND ANNIHILATION the Doomelf Annihilator level 30
13rd Regrowth 123rd year of Ascendancy at 08:07 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By DOOM AND ANNIHILATION the Doomelf Annihilator level 40
3rd Mirth 123rd year of Ascendancy at 14:40 see stats
Once bitten, twice shy (Nightmare (Adventure) difficulty)
Escaped the Anteroom of Agony.By DOOM AND ANNIHILATION the Doomelf Annihilator level 25
78th Haze 122nd year of Ascendancy at 15:43 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By DOOM AND ANNIHILATION the Doomelf Annihilator level 19
4th Haze 122nd year of Ascendancy at 15:44 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By DOOM AND ANNIHILATION the Doomelf Annihilator level 28
2nd Wintertide 123rd year of Ascendancy at 23:53 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By DOOM AND ANNIHILATION the Doomelf Annihilator level 45
2nd Haze 123rd year of Ascendancy at 13:43 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By DOOM AND ANNIHILATION the Doomelf Annihilator level 20
7th Haze 122nd year of Ascendancy at 23:40 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By DOOM AND ANNIHILATION the Doomelf Annihilator level 37
72nd Pyre 123rd year of Ascendancy at 19:07 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By DOOM AND ANNIHILATION the Doomelf Annihilator level 23
75th Haze 122nd year of Ascendancy at 09:48 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By DOOM AND ANNIHILATION the Doomelf Annihilator level 10
6th Mirth 122nd year of Ascendancy at 17:31 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By DOOM AND ANNIHILATION the Doomelf Annihilator level 21
19th Haze 122nd year of Ascendancy at 04:10 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By DOOM AND ANNIHILATION the Doomelf Annihilator level 15
10th Dusk 122nd year of Ascendancy at 13:30 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By DOOM AND ANNIHILATION the Doomelf Annihilator level 40
3rd Dusk 123rd year of Ascendancy at 15:54 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By DOOM AND ANNIHILATION the Doomelf Annihilator level 24
76th Haze 122nd year of Ascendancy at 08:32 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By DOOM AND ANNIHILATION the Doomelf Annihilator level 16
41st Dusk 122nd year of Ascendancy at 13:56 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By DOOM AND ANNIHILATION the Doomelf Annihilator level 34
23rd Pyre 123rd year of Ascendancy at 05:34 see stats
Log
DOOM AND ANNIHILATION's Death From Above killed Orc high pyromancer!
DOOM AND ANNIHILATION's Death From Above killed Orc high cryomancer!
Melee retaliation hits Neryba the orc high cryomancer for (2 absorbed), 1 lightning, (2 absorbed), 1 blight, (5 absorbed), 3 fire (5 total damage).
DOOM AND ANNIHILATION's Rocket Pod hits Vor, Grand Geomancer of the Pride for 134 fire damage.
DOOM AND ANNIHILATION's Rocket Pod hits Neryba the orc high cryomancer for (249 absorbed), 74 fire, 15 physical, 12 cold, 10 physical, 140 fire (251 total damage).
Neryba the orc high cryomancer hits DOOM AND ANNIHILATION for (68 reactive armor), (51 exoskeleton), 51 physical, (5 exoskeleton), 5 acid, (47 exoskeleton), 47 acid (104 total damage).
DOOM AND ANNIHILATION starts to bleed.
DOOM AND ANNIHILATION's spell attains critical power!
DOOM AND ANNIHILATION's Reactive Armor hits Vor, Grand Geomancer of the Pride for 228 fire damage.
DOOM AND ANNIHILATION's Reactive Armor hits Neryba the orc high cryomancer for 77 physical, 25 physical, 20 cold, 239 fire (360 total damage).
Neryba the orc high cryomancer's Earthen Missiles hits DOOM AND ANNIHILATION for (0 exoskeleton), 106 physical, (0 exoskeleton), 18 physical (124 total damage).
Neryba the orc high cryomancer's Earthen Missiles hits DOOM AND ANNIHILATION for (0 exoskeleton), 106 physical, (0 exoskeleton), 18 physical (124 total damage).
Neryba the orc high cryomancer's Earthen Missiles hits DOOM AND ANNIHILATION for (11 exoskeleton), 89 physical, (0 exoskeleton), 18 physical (107 total damage).
Vor, Grand Geomancer of the Pride casts Phase Door.
Orc high cryomancer is knocked back!
The shield around orc high cryomancer crumbles.
Orc high cryomancer is knocked back!
Orc high pyromancer roars with rage shaking off 1 mental debuffs!
Orc high pyromancer resists the wave!
Orc high pyromancer is stunned!
Neryba the orc high cryomancer roars with rage shaking off 1 mental debuffs!
Orc cryomancer's cold repulsion area effect hits Orc high pyromancer for 52 cold, 39 physical (90 total damage).
Orc cryomancer's cold repulsion area effect hits Orc high cryomancer for (52 absorbed), 0 cold, (39 absorbed), 0 physical, (52 absorbed), 0 cold, (28 absorbed), 10 physical (10 total damage).
Neryba the orc high cryomancer's physical stun area effect hits DOOM AND ANNIHILATION for (0 exoskeleton), 98 physical (98 total damage).
Neryba the orc high cryomancer's physical stun area effect hits Orc high pyromancer for 122 physical damage.
Neryba the orc high cryomancer's ice storm area effect hits DOOM AND ANNIHILATION for (0 exoskeleton), 37 cold (37 total damage).
Orc high pyromancer's cleansing fire area effect hits DOOM AND ANNIHILATION for (0 exoskeleton), 19 fire (19 total damage).
Orc high pyromancer's cleansing fire area effect hits Neryba the orc high cryomancer for 41 fire damage.
DOOM AND ANNIHILATION the level 47 doomelf annihilator was punctured to death by Neryba the orc high cryomancer on level 3 of Vor Pride.
DOOM AND ANNIHILATION lands.










































































































































