











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Ogre |
Class | Doombringer |
Level / Exp | 30 / 50% |
Size | big |
Lifes / Deaths | Killed by Gunsnake at level 14 on the 6th Dusk 122nd year of Ascendancy at 12:54 0 / 6Killed by thief at level 16 on the 38th Dusk 122nd year of Ascendancy at 08:43 Killed by Assassin Lord at level 18 on the 1st Time of Equilibrium 122nd year of Ascendancy at 12:18 Killed by Velulaith the dredgling at level 18 on the 19th Pyre 123rd year of Ascendancy at 05:21 Killed by Lisenn the slaver at level 23 on the 52nd Pyre 123rd year of Ascendancy at 21:42 Killed by Araldawe the scourge drake hatchling at level 30 on the 41st Dusk 123rd year of Ascendancy at 15:27 |
Primary Stats
Strength | 59 (base 50) |
Dexterity | 13 (base 10) |
Constitution | 37 (base 36) |
Magic | 58 (base 45) |
Willpower | 22 (base 10) |
Cunning | 25 (base 11) |
Resources
Life | 950/950 |
Stamina | 217/217 |
Vim | 89/89 |
Healing Factor | 1.2041015905906 |
Regeneration | 9.2325055103138 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +116.91199436059% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 2 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 179 |
Accuracy | 44 |
Crit Chance | 31% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 44 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +7% |
Mind | +27% |
Blight | +7% |
Arcane | +15% |
Fire | +26% |
All | 0% |
Offense: Damage Penetration
Cold | +15% |
Blight | +10% |
Fire | +15% |
Mind | +30% |
All | 0% |
Defense: Base
Armour (hardiness) | 57.836531835918 (96.438666929426%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 34 |
Physical Save | 40 |
Spell Save | 49 |
Mental Save | 41 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 14%( 70%) |
Physical | + 9%( 70%) |
Cold | + 22%( 70%) |
All | + 4%( 70%) |
Lightning | + 40%( 70%) |
Light | + 18%( 70%) |
Temporal | + 7%( 70%) |
Darkness | + 25%( 70%) |
Fire | + 70%( 70%) |
Mind | + 13%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Disarm Resistance | 21% |
Stun Resistance | 60% |
Poison Resistance | 10% |
Knockback Resistance | 26% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 108 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 630% 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 194 then cleanse 1 wound, poison, and disease effect. 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 |
| 4/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Corruption / Torture | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Brutality | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Flame of Urh'Rok |
talent | Share the Pain |
talent | Abyssal Shield |
talent | Horrifying Blows |
detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
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 lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved talent Disarm (+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 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 ice 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's current energy level is: 15. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * '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 vial of greater demon bile. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed pouch of bone giant dust. | 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 | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +6 Mag dps ---------- Spell.pwr +13 (+4 eff.) Dmg.mod +7% acid +15% fire +7% blight Res.pen +15% fire ----- def ----- Armour +5 Fatigue -1% Resists +6% fire Phys.save +9 (+3 eff.) Disease- +35% ---------- misc Max.enc +34 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T5 lite [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Armour +4 Defense +25 (+12 eff.) Resists +3% temporal +4% physical Phys.save +20 (+7 eff.) Spell.save +16 (+6 eff.) Mind.save +16 (+6 eff.) HP.reg +4.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +9% mind Res.pen +5% mind ----- def ----- Armour +8 Fatigue +5% Resists +8% acid +10% blight +9% fire +7% cold +9% lightning Mind.save +12 (+4 eff.) ---------- misc Infravis +1 A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 46.15 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tool | ![]() 2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +15% cold Melee Ret 4 light 4 darkness ----- def ----- Resists +12% light +6% cold ---------- misc Light +3 Heal yourself and all friendly characters within 10 spaces for 500 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Max.HP +26.00 Disarm- +21% Pinning- +30% Knockbk- +26% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 8 physical Ranged+ 9 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 19 On Hit (Ranged): * 12% chance to reduce all saves and defense by 19 ----- def ----- Stun/Frz- +30% ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +19% lightning Stun/Frz- +30% Amulets make your neck look great! |
In main hand | ![]() 5.0 T5 greatmaul 2H weapon [Rare] Master Power 72.5 - 108.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +6 Str dps ---------- Phys.crit +17.0% Phys.pwr +14 (+3 eff.) Acc +10 (+3 eff.) ----- def ----- Resists +9% mind Massive two-handed mauls. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Con ----- def ----- Resists +26% fire +6% cold ---------- misc Infravis +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil dps ---------- Crit.mult +20.00% Dmg.mod +15% arcane +6% fire Res.pen +10% blight Phasing +30% ----- def ----- Armour +6 Fatigue +8% Resists +9% lightning +21% fire ---------- misc Mana/turn +0.08 Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Crit.mult +15.00% Mind.pwr +10 (+4 eff.) Dmg.mod +18% mind Res.pen +25% mind Acc +8 (+2 eff.) Apr +7 Melee Ret 8 darkness ----- def ----- Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +18% fire +3% light +1% physical Spell.save +9 (+3 eff.) Poison- +10% Disease- +10% Pinning- +20% A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 49 then cleanse 1 wound, poison, and disease effect. 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 |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 193 then cleanse 1 wound, poison, and disease effect. 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 |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 556% 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 Constitution 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 |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 238.00 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. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 physical, 3 mind, 4 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1126% for 10 turns (9 total) and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 194 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Res.pen +5% mind ---------- misc Psi/ret +0.08 Hate/m.crit +2.00 Max.hate +6.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 266 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning +6% fire Res.pen +5% lightning +15% fire Melee Ret 4 arcane ----- def ----- Fatigue -6% Resists +5% arcane HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +11% nature Melee Ret 2 fire ----- def ----- Defense +5 (+2 eff.) Resists +22% nature +3% lightning Blind- +20% ---------- misc Max.hate +2.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +21% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T3 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+3 eff.) Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +7% Spell.pwr +9 (+2 eff.) Melee+ 17 arcane Dmg.mod +10% temporal ---------- misc Max.mana +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +8 (+2 eff.) Dmg.mod +20% lightning +9% light +6% nature +18% acid Res.pen +10% light +10% acid ----- def ----- Resists +9% acid +9% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Mag +2 Wil dps ---------- Spell.crit +2% Crit.mult +17.00% Spell.pwr +14 (+4 eff.) Melee+ 18 fire Dmg.mod +15% blight ---------- misc Max.mana +36.00 See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 battleaxe 2H weapon [Rare] Nature Power 56.0 - 84.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +12 lightning On Hit.r1 +12 mind While equipped: Stats +13 Str +16 Dex +14 Mag +10 Wil +14 Cun +12 Con dps ---------- Crit.mult +10.00% Res.pen +10% lightning Melee Ret 8 lightning ----- def ----- Resists +6% mind Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Random Unique] Master/Psionic Power 38.0 - 57.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 darkness Against +7% Living On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% On Hit (Melee): * 10% chance to slow global speed by 45% ----- def ----- Resists +18% lightning +3% fire Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Unique] Arcane Power 44.0 - 57.2 Fire Uses 60% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +36 flameshock While equipped: Stats +6 Dex +6 Mag +6 Cun dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all +12% fire Garnet: Fire Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 18.0 - 28.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee Ret 4 nature ----- def ----- Armour +2 Fatigue +8% Resists +6% light +3% darkness Max.HP +46.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Dex dps ---------- Melee+ 12 lightning Melee Ret 7 lightning ----- def ----- Armour +6 Fatigue +8% Resists +3% acid +6% fire +9% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +11% darkness ----- def ----- Resists +16% darkness +7% all Mind.save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Random Unique] Nature/Master While equipped: dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +3% lightning +3% nature Res.pen +5% lightning Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 45% On Melee Ret: * 29% chance to reduce strength, dexterity, and constitution by 23 * 25% chance to reduce damage dealt by 16% ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +9% acid +12% physical +13% cold +17% lightning +32% fire Max.HP +28.00 HP.reg +6.00 Heal.mod +17% A suit of armour made of leather. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Mind.crit +2% Phys.pwr +10 (+2 eff.) ----- def ----- Armour +7 Fatigue +22% Resists +2% physical +16% cold A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +15 Fatigue +22% Resists +8% acid +9% cold ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +15% cold ----- def ----- Defense +1 (+0 eff.) Resists +9% lightning Mind.save +3 (+1 eff.) Max.HP +33.00 ---------- misc Equi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun +5 Wil dps ---------- Crit.mult +10.00% ----- def ----- Armour +3 Resists +6% lightning +5% temporal +5% fire +8% cold Phys.save +7 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Max.vim +40.00 A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +4 Wil +4 Con dps ---------- Melee Ret 10 darkness 4 lightning ----- def ----- Armour +2 Fatigue +3% Resists +12% lightning +12% darkness Disarm- +32% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +4 Cun dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +5% darkness ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. 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. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 27.82 to 83.45 lightning damage (55.63 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats -4 Mag +3 Wil +6 Cun +4 Con dps ---------- Spell.crit +4% Mind.crit +6% Spell.pwr +11 (+3 eff.) Dmg.mod +6% blight Melee Ret 4 cold ----- def ----- Defense +2 (+1 eff.) Resists +9% cold Mind.save +18 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +1.43 Mana/ret +1.20 Mana/s.crit +1.00 Max.mana +56.00 Max.vim +10.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 12 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +5% Resists +5% lightning +6% temporal Knockbk- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 1.0 T3 head armor [Unique] Arcane While equipped: Stats +5 Wil +4 Mag dps ---------- Spell.crit +3% Dmg.mod +8% blight +7% arcane +3% nature Res.pen +10% nature Melee Ret 10 vim draining blight ----- def ----- Resists +10% blight +19% darkness Spell.save +11 (+4 eff.) Mind.save +7 (+3 eff.) ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 11% and all saves by 18, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +4 Cun +2 Con dps ---------- Crit.mult +5.00% Phys.pwr +20 (+4 eff.) Dmg.mod +6% mind Acc +15 (+4 eff.) Apr +6 ----- def ----- Armour +5 Fatigue +5% Resists +12% blight +6% nature HP.reg +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Armour +2 Resists +12% lightning +3% cold +3% mind Max.HP +80.00 ---------- 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +15% lightning ----- def ----- Resists +18% cold Max.HP +41.00 ---------- 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. |
![]() 2.0 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Cun +2 Wil dps ---------- Dmg.mod +6% fire ----- def ----- Max.HP +43.00 ---------- misc Hate/m.crit +1.00 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. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 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. |
![]() 1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 138.74 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 138.74 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +6% nature ----- def ----- Resists +11% nature Crit.chn- 5.00% ---------- misc Infravis +3 See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% acid +6% mind Res.pen +15% mind Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: Stats -9 Str +9 Con dps ---------- Dmg.mod +9% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Resists +6% light +3% cold Harden the skin for 7 turns increasing armour by 65 and armour hardiness by 60% Puts all charms on 20 cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Doom! the Ogre Doombringer level 22
32nd Pyre 123rd year of Ascendancy at 10:17 see stats
By Doom! the Ogre Doombringer level 27
4th Dusk 123rd year of Ascendancy at 08:57 see stats
By Doom! the Ogre Doombringer level 15
25th Dusk 122nd year of Ascendancy at 11:55 see stats
By Doom! the Ogre Doombringer level 19
21st Pyre 123rd year of Ascendancy at 13:20 see stats
By Doom! the Ogre Doombringer level 26
5th Flare 123rd year of Ascendancy at 10:13 see stats
By Doom! the Ogre Doombringer level 6
78th Pyre 122nd year of Ascendancy at 00:44 see stats
By Doom! the Ogre Doombringer level 29
24th Dusk 123rd year of Ascendancy at 17:42 see stats
By Doom! the Ogre Doombringer level 10
4th Mirth 122nd year of Ascendancy at 20:23 see stats
By Doom! the Ogre Doombringer level 20
21st Pyre 123rd year of Ascendancy at 20:09 see stats
By Doom! the Ogre Doombringer level 30
41st Dusk 123rd year of Ascendancy at 00:01 see stats
By Doom! the Ogre Doombringer level 21
24th Pyre 123rd year of Ascendancy at 10:33 see stats
By Doom! the Ogre Doombringer level 26
2nd Flare 123rd year of Ascendancy at 15:51 see stats
By Doom! the Ogre Doombringer level 14
6th Dusk 122nd year of Ascendancy at 14:14 see stats
By Doom! the Ogre Doombringer level 12
3rd Summertide 122nd year of Ascendancy at 00:28 see stats
By Doom! the Ogre Doombringer level 23
53rd Pyre 123rd year of Ascendancy at 21:46 see stats
By Doom! the Ogre Doombringer level 13
10th Flare 122nd year of Ascendancy at 14:43 see stats
By Doom! the Ogre Doombringer level 23
53rd Pyre 123rd year of Ascendancy at 05:52 see stats
By Doom! the Ogre Doombringer level 28
5th Dusk 123rd year of Ascendancy at 00:37 see stats
By Doom! the Ogre Doombringer level 16
38th Dusk 122nd year of Ascendancy at 07:43 see stats
Log
Doom! deactivates Fearscape.
Araldawe the scourge drake hatchling hits Doom! for (4 abyssal shield), 70 physical, (4 abyssal shield), 4 blight, (4 abyssal shield), 34 darkness, (4 abyssal shield), 24 physical, (4 abyssal shield), 34 darkness, (4 abyssal shield), 73 physical, (4 abyssal shield), 4 blight, (3 abyssal shield), 34 darkness, (3 abyssal shield), 14 physical, (3 abyssal shield), 34 darkness, (3 abyssal shield), 32 physical, (3 abyssal shield), 4 blight, (3 abyssal shield), 34 darkness, (3 abyssal shield), 9 physical (408 total damage).
Melee retaliation hits Araldawe the scourge drake hatchling for 4 light, 12 darkness, 7 blight, 11 fire, 4 light, 12 darkness, 7 blight, 11 fire, 4 light, 12 darkness, 7 blight, 11 fire, 4 light, 12 darkness, 7 blight, 11 fire, 4 light, 12 darkness, 7 blight, 11 fire, 4 light, 12 darkness, 7 blight, 11 fire (201 total damage).
Doom! hits Araldawe the scourge drake hatchling for 60 fire damage.
Doom! the level 30 ogre doombringer was bled to death by Araldawe the scourge drake hatchling on level 1 of Fearscape.
You are brought back from the Fearscape!
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Araldawe the scourge drake hatchling killed Doom!!
Saving game...
Resting starts...
Talent Incinerating Blows is ready to use.
Talent Voracious Blade is ready to use.
Talent Abduction is ready to use.
Doom! activates Horrifying Blows.
Talent Reckless Strike is ready to use.
Talent Detonating Charge is ready to use.
Talent Obliterating Smash is ready to use.
Talent Share the Pain is ready to use.
Talent Abyssal Shield is ready to use.
Doom! activates Abyssal Shield.
Doom! activates Share the Pain.
Talent Destroyer is ready to use.
Talent Flame of Urh'Rok is ready to use.
Doom! activates Flame of Urh'Rok.
Talent Fearscape is ready to use.
Rested for 63 turns (stop reason: all resources and life at maximum).
Saving done.