










Character
| 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 | Ogre |
| Class | Doombringer |
| Level / Exp | 30 / 97% |
| Size | big |
| Lifes / Deaths | Killed by Yvumira the blue ooze at level 17 on the 44th Haze 122nd year of Ascendancy at 05:48 0 / 7Killed by Zubelaith the gigantic corrosive tunneler at level 19 on the 49th Haze 122nd year of Ascendancy at 11:51 Killed by Bezos the wretchling at level 28 on the 27th Regrowth 123rd year of Ascendancy at 18:16 Killed by zombie bunny at level 28 on the 30th Regrowth 123rd year of Ascendancy at 03:56 Killed by Xaniba the grizzly bear at level 30 on the 40th Regrowth 123rd year of Ascendancy at 11:40 Killed by Ce'Nonne the polar bear at level 30 on the 41st Regrowth 123rd year of Ascendancy at 15:24 Killed by Ce'Nonne the polar bear at level 30 on the 41st Regrowth 123rd year of Ascendancy at 15:42 |
Primary Stats
| Strength | 94 (base 60) |
| Dexterity | 13 (base 10) |
| Constitution | 23 (base 12) |
| Magic | 75 (base 59) |
| Willpower | 27 (base 10) |
| Cunning | 30 (base 11) |
Resources
| Life | -130/905 |
| Stamina | 270/270 |
| Vim | 204/224 |
| Healing Factor | 1.1099022211822 |
| Regeneration | 0.27747555529554 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 39.446758763835 |
| See Invisible | 54.446758763835 |
Offense: Mainhand
| Damage | 226 |
| Accuracy | 38 |
| Crit Chance | 29% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +30% |
| Physical | +28% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Darkness | +10% |
| Light | +30% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 38.08934837382 (81.151787968034%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 40 |
| Physical Save | 44 |
| Spell Save | 44 |
| Mental Save | 42 |
Defense: Resistances
| Blight | + 22%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 47%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 13%( 70%) |
| Light | + 13%( 70%) |
| Physical | + 11%( 70%) |
| Darkness | + 24%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Confusion Resistance | 10% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 503 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 135 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 738% 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 418 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Torture | 1.30 |
| 3/5 |
| 2/5 |
| 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 / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (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 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 105. | 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 |
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: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed pouch of faeros ash. * You've found the needed naga tongue. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed skeleton mage skull. * You've found the needed hummerhorn wing. | 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! | 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 within2 lumberjacks have died. | 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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 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. |
| Light source | alchemist's lamp 'Darksage'1.0 T3 lite [Random Unique] Nature/Psionic While equipped: Stats +3 Str +4 Mag dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Res.pen +10% darkness ----- def ----- Mind.save +14 (+5 eff.) Max.HP +44.00 ---------- misc Light +4 See.Stealth +13 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | yew totem of healing [power 320] (3/15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 320 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.58 cold and 14.36 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +3 Str +3 Wil +2 Cun dps ---------- Mind.crit +1% Crit.mult +15.00% Mind.pwr +5 (+3 eff.) Melee+ 7 physical Ranged+ 8 physical Dmg.mod +9% mind On Hit (Melee): * 11% chance to reduce all saves and defense by 20 On Hit (Ranged): * 11% chance to reduce all saves and defense by 20 ----- def ----- Armour +6 Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | hardened leather belt of burglary1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +6 Lck ----- def ----- Stealth +8 ---------- misc T.Disarm +5 Infravis +5 A belt that goes around your waist. |
| In main hand | stralite greatsword 'Barelerand' (56-89 power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Master/Psionic Power 55.5 - 88.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% ----- def ----- Resists +19% blight +6% fire +3% darkness Spell.save +3 (+1 eff.) Massive two-handed swords. It was hardened by the digestive sack. |
| On hands | Kindletitan the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +2 Cun dps ---------- Phys.pwr +11 (+2 eff.) Res.pen +20% light ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane Crit.dmg- 15.00% Spell.save +12 (+4 eff.) ---------- misc Light +1 Unarmed combat: Power 26.0 - 36.4 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Anodil the Deepstrial (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +9 Str dps ---------- Phys.pwr +20 (+4 eff.) Dmg.mod +12% physical ----- def ----- Armour +9 Fatigue +22% Resists +18% darkness +7% physical Phys.save +18 (+6 eff.) ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
| Cloak | cashmere cloak 'Cracklepain' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +6% physical Res.pen +5% physical Acc +5 (+2 eff.) ----- def ----- Defense +2 (+2 eff.) Resists +9% lightning Max.HP +43.00 ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Lustrekiller0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +5 Cun +4 Wil dps ---------- Crit.mult +14.00% Res.pen +10% light Acc +8 (+3 eff.) Apr +13 ----- def ----- Resists +9% light ---------- misc Light +3 See.Invis +18 Amulets make your neck look great! |
Inventory
heroism infusion of the psychic (die at -581; dur 7; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -581 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1162 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
regeneration infusion of the warrior (heal 763; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 763 life over 5 turns. 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 |
Rune of the Rift (258.00 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 258.00 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. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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 118; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 118 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 wizard (absorb 593; dur 3; 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 593 damage for 3 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 |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
restful copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +12% darkness Blind- +22% Amulets make your neck look great! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
grounding steel amulet of dexterity (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +13% lightning Stun/Frz- +20% Amulets make your neck look great! |
restful steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
restful steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +1 Mag dps ---------- S.pwr/crit +2 ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Mana/turn +0.22 Max.mana +24.00 Amulets make your neck look great! |
clarifying stralite amulet of willpower (+5)0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +5 Wil ----- def ----- Resists +17% mind Confus- +25% Amulets make your neck look great! |
stabilizing stralite amulet0.1 T4 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +14% temporal Pinning- +24% Knockbk- +44% Amulets make your neck look great! |
warrior's steel ring of the mind (+11%)0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +11% mind ----- def ----- Armour +4 Resists +11% mind Rings make your fingers look great! |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
gold ring 'Urutir'0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +9 Cun +5 Wil dps ---------- Crit.mult +5.00% Mind.pwr +26 (+12 eff.) ----- def ----- Resists +6% mind ---------- misc Max.psi +30.00 Rings make your fingers look great! |
Tempestserpent (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Wil +3 Cun +2 Con dps ---------- Spell.crit +13% Crit.mult +11.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% blight +6% fire +6% lightning Res.pen +5% lightning Melee Ret 10 lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen elven-wood starstaff of might (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +12 (+4 eff.) Dmg.mod +25% darkness ----- def ----- Armour +5 Hardiness +6% Phys.save +5 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Urthadebers (30-36 power, 6 apr, acid element)5.0 T5 staff 2H weapon [Rare] Nature Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +3 Wil +2 Cun dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +30% acid ----- def ----- Defense +15 (+14 eff.) Resists +6% mind Spell.save +9 (+3 eff.) HP.reg +4.00 Disease- +20% Stun/Frz- +20% ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 72.97 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
iron battleaxe 'Bleakstinger' (16-23 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Nature Power 15.5 - 23.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +12 mind +4 fire On Crit.r2 +19 acid +16 nature While equipped: dps ---------- Dmg.mod +18% mind Res.pen +12% acid +13% nature +10% darkness +10% mind Apr +10 ----- def ----- Resists +12% darkness Massive two-handed battleaxes. |
Zaninarineg the Rimesweep (24-39 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 24.5 - 39.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit.r2 +4 acid While equipped: Stats +3 Cun +3 Dex dps ---------- Res.pen +5% cold ---------- misc See.Invis +3 Massive two-handed swords. |
dwarven-steel greatsword of crippling (38-61 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 38.0 - 60.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Massive two-handed swords. |
stralite greatsword of shearing (50-80 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Master Power 50.0 - 80.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +13% all Acc +19 (+7 eff.) Apr +12 Massive two-handed swords. |
Bleakroar the dwarven-steel waraxe (20-27 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Nature Power 19.5 - 27.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +13 nature +8 acid While equipped: dps ---------- Dmg.mod +6% acid +9% darkness ----- def ----- Resists +12% darkness Spell.save +3 (+1 eff.) Poison- +20% Confus- +10% One-handed war axes. |
truestriking stralite waraxe of dampening (30-42 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Disrupt/Master Power 30.0 - 42.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +13% physical Acc +5 (+2 eff.) Apr +8 ----- def ----- Resists +9% acid +14% lightning +11% cold +11% fire +4% all Spell.save +8 (+3 eff.) One-handed war axes. |
stralite dagger 'Glittersteel' (28-36 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Rare] Master Power 28.0 - 36.4 Physical Uses 50% Str, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +8 light While equipped: Stats +2 Str dps ---------- Dmg.mod +15% light Res.pen +8% physical Acc +17 (+6 eff.) Apr +10 ----- def ----- Resists +5% arcane +6% blight Cut- +20% Confus- +20% Stun/Frz- +20% Sharp, short and deadly. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +16% Summoned ----- def ----- Resists +6% blight D.Red.from +19% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
hardened leather belt 'Xeyalenor'1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +2 Resists +12% light Spell.save +3 (+1 eff.) Max.HP +50.00 HP.reg +4.00 Pinning- +20% A belt that goes around your waist. |
linen cloak 'Lightwolf' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.crit +1% Mind.pwr +5 (+3 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +9% light Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of protection (1 def, 5 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +12% cold Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+13 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Poletta the cashmere cloak (9 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str dps ---------- On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Defense +9 (+9 eff.) Resists +6% light +12% mind Phys.save +8 (+2 eff.) Die.at -40.00 life Max.HP +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+2 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
pair of drakeskin leather boots 'Sunhash' (0 def, 5 armour)2.0 T5 feet armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% Dmg.mod +21% light +6% mind ----- def ----- Armour +5 Resists +9% lightning +9% temporal +18% light ---------- misc Max.hate +10.00 Light +2 A pair of boots made of leather. |
Lightfear (0 def, 3 armour) =cun+5=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Cun dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +3% darkness ---------- misc Stam/turn +0.40 Max.stam +13.00 Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Porowyn' (20 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Defense +20 (+16 eff.) Fatigue -4% Resists +27% fire Crit.dmg- 10.00% Phys.save +10 (+3 eff.) Max.HP +60.00 HP.reg +4.00 Disarm- +20% ---------- misc Max.enc +30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful hardened leather gloves of sorrow (0 def, 2 armour)1.0 T2 hands armor [Ego+] Psionic While equipped: dps ---------- Mind.pwr +6 (+3 eff.) Melee+ 18 mind 15 darkness On Hit (Melee): * 12% chance to reduce all saves and defense by 20 ----- def ----- Armour +2 Mind.save -12 (-4 eff.) HP.reg +4.00 ---------- misc Stam/turn +0.80 Max.stam +13.00 Unarmed combat: Power 15.5 - 17.1 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% Reproach 3 On Hit: 10% Nightmare 3 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's drakeskin leather gloves of magic (+2) (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +6 Mag +2 Wil dps ---------- Melee+ 8 acid 6 fire 9 cold 8 lightning Dmg.mod +6% arcane ----- def ----- Armour +3 Unarmed combat: Power 28.5 - 31.4 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +10 ice +12 lightning +4 fire +9 arcane +12 acid On Crit.r2 +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Emetira' (5 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex +4 Wil +1 Cun dps ---------- Melee+ 5 nature Dmg.mod +4% nature ----- def ----- Armour +1 Defense +5 (+5 eff.) Fatigue +1% Resists +5% nature Unarmed combat: Power 13.0 - 18.2 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 nature On Hit: 10% Venomous Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Sepsisdream the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Cun +3 Mag dps ---------- On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+2 eff.) Silence- +20% A pointy cloth hat, very wizardly... |
Bleakrend the elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +17% mind +9% darkness Melee Ret 8 acid 4 cold 8 darkness ----- def ----- Defense +3 (+3 eff.) Resists +18% acid +18% cold +17% mind A pointy cloth hat, very wizardly... |
rough leather cap of might (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
stabilizing hardened leather cap of constitution (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +3 Fatigue +3% Phys.save +14 (+4 eff.) A cap made of leather. |
8 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. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+0 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. |
15 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. |
7 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. |
12 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. |
8 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
4 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
255 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. |
Glorinne the Unlightenvy2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +15% darkness +5% lightning On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Resists +3% acid Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
Flashbraid (dig speed 18 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +10% temporal ----- def ----- Resists +12% temporal +6% fire Max.HP +22.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% 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 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 mindblast [power 100] (3/15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 109 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Camudir the steel torque of clear mind [power 2] (3/25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Mind.crit +3% ----- def ----- Armour +4 Phys.save +6 (+2 eff.) Max.HP +80.00 Heal.mod +15% Cut- +20% 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 increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
powerful yew totem of healing [power 296] (3/15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Tempestqueller [power 78] (3/20 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +15% darkness +25% lightning Melee Ret 10 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 17% Harden the skin for 7 turns increasing armour by 78 and armour hardiness by 70% Puts all charms on 20 cooldown 100% to heal for 61. Natural totems are made by powerful wilders to store nature power. |
warded yew wand of clairvoyance [power 11] (3/15 cooldown)2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +4 lightning +3 cold +3 mind +3 acid Talents +1 Ward Reveal the area around you, dispelling darkness (radius 11, power 76 based on Magic), and detect the presence of nearby creatures for 10 turns 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. |
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
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By The Doom That Came to May'Eyal the Ogre Doombringer level 15
35th Dusk 122nd year of Ascendancy at 13:38 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By The Doom That Came to May'Eyal the Ogre Doombringer level 19
49th Haze 122nd year of Ascendancy at 11:25 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By The Doom That Came to May'Eyal the Ogre Doombringer level 26
3rd Regrowth 123rd year of Ascendancy at 01:53 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By The Doom That Came to May'Eyal the Ogre Doombringer level 20
59th Haze 122nd year of Ascendancy at 12:43 see stats
Got eggs? (Nightmare (Adventure) difficulty)
Finish the Pikataclysm event.By The Doom That Came to May'Eyal the Ogre Doombringer level 29
31st Regrowth 123rd year of Ascendancy at 08:47 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By The Doom That Came to May'Eyal the Ogre Doombringer level 5
77th Pyre 122nd year of Ascendancy at 19:26 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 The Doom That Came to May'Eyal the Ogre Doombringer level 27
7th Regrowth 123rd year of Ascendancy at 16:44 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By The Doom That Came to May'Eyal the Ogre Doombringer level 10
3rd Flare 122nd year of Ascendancy at 05:54 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By The Doom That Came to May'Eyal the Ogre Doombringer level 20
57th Haze 122nd year of Ascendancy at 23:17 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By The Doom That Came to May'Eyal the Ogre Doombringer level 30
31st Regrowth 123rd year of Ascendancy at 09:56 see stats
Once bitten, twice shy (Nightmare (Adventure) difficulty)
Escaped the Anteroom of Agony.By The Doom That Came to May'Eyal the Ogre Doombringer level 21
61st Haze 122nd year of Ascendancy at 01:50 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By The Doom That Came to May'Eyal the Ogre Doombringer level 21
70th Haze 122nd year of Ascendancy at 01:58 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By The Doom That Came to May'Eyal the Ogre Doombringer level 27
14th Regrowth 123rd year of Ascendancy at 23:57 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By The Doom That Came to May'Eyal the Ogre Doombringer level 21
70th Haze 122nd year of Ascendancy at 12:35 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By The Doom That Came to May'Eyal the Ogre Doombringer level 11
7th Flare 122nd year of Ascendancy at 15:23 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By The Doom That Came to May'Eyal the Ogre Doombringer level 9
1st Summertide 122nd year of Ascendancy at 15:07 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 The Doom That Came to May'Eyal the Ogre Doombringer level 19
57th Haze 122nd year of Ascendancy at 23:17 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By The Doom That Came to May'Eyal the Ogre Doombringer level 14
15th Dusk 122nd year of Ascendancy at 22:44 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By The Doom That Came to May'Eyal the Ogre Doombringer level 26
9th Allure 123rd year of Ascendancy at 14:49 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By The Doom That Came to May'Eyal the Ogre Doombringer level 17
44th Haze 122nd year of Ascendancy at 05:07 see stats
Log
Talent Rush is ready to use.
Saving done.
You are sent back to the material plane!
Ce'Nonne the polar bear uses Whirlwind.
Ce'Nonne the polar bear becomes a whirlwind of weapons!
The Doom That Came to May'Eyal starts to bleed.
The Doom That Came to May'Eyal 's Infusion: Regeneration is disrupted by his wounds!
The Doom That Came to May'Eyal shrugs off Ce'Nonne the polar bear's 'Bleeding'!
Ce'Nonne the polar bear hits The Doom That Came to May'Eyal for 98 physical, 8 mind, 71 physical (177 total damage).
Bleeding from Ce'Nonne the polar bear hits The Doom That Came to May'Eyal for 42 physical damage.
The Doom That Came to May'Eyal misses Ce'Nonne the polar bear.
Ce'Nonne the polar bear slows down.
Ce'Nonne the polar bear regains their balance.
Ce'Nonne the polar bear uses Disarm.
The Doom That Came to May'Eyal 's Abduction is disrupted by his wounds!
The Doom That Came to May'Eyal shrugs off the effect 'Disarmed'!
Ce'Nonne the polar bear hits The Doom That Came to May'Eyal for 81 physical, 8 mind, 53 physical (142 total damage).
Bleeding from Ce'Nonne the polar bear hits The Doom That Came to May'Eyal for 52 physical damage.
The Doom That Came to May'Eyal fumbles and fails to use Attack, injuring himself!
Fumble from Ce'Nonne the polar bear hits The Doom That Came to May'Eyal for 184 physical damage.
Ce'Nonne the polar bear uses Dual Strike.
The Doom That Came to May'Eyal 's Detonating Charge is disrupted by his wounds!
The Doom That Came to May'Eyal is stunned!
Ce'Nonne the polar bear performs a melee critical strike against The Doom That Came to May'Eyal !
Ce'Nonne the polar bear hits The Doom That Came to May'Eyal for 86 physical, 235 physical, 16 mind (337 total damage).
Bleeding from Ce'Nonne the polar bear hits The Doom That Came to May'Eyal for 102 physical damage.
The Doom That Came to May'Eyal the level 30 ogre doombringer was pierced to death by Ce'Nonne the polar bear on level 1 of Bearscape.




































































































































