








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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:
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 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Doombringer |
| Level / Exp | 28 / 23% |
| Size | big |
| Lifes / Deaths | Killed by red crystal at level 6 on the 79th Pyre 122nd year of Ascendancy at 01:25 0 / 7Killed by Zubaldatira the degenerated skeleton warrior at level 12 on the 18th Haze 122nd year of Ascendancy at 02:59 Killed by Zubaldatira the degenerated skeleton warrior at level 12 on the 18th Haze 122nd year of Ascendancy at 11:43 Killed by Guledama the elven tempest at level 26 on the 18th Regrowth 123rd year of Ascendancy at 23:22 Killed by elven corruptor at level 27 on the 20th Regrowth 123rd year of Ascendancy at 05:41 Killed by Belutha the elven mage at level 27 on the 21st Regrowth 123rd year of Ascendancy at 04:11 Killed by Isylevena the elven blood mage at level 28 on the 21st Regrowth 123rd year of Ascendancy at 21:47 |
Primary Stats
| Strength | 68 (base 60) |
| Dexterity | 13 (base 10) |
| Constitution | 19 (base 12) |
| Magic | 69 (base 53) |
| Willpower | 20 (base 10) |
| Cunning | 27 (base 11) |
Resources
| Life | -721/869 |
| Stamina | 187/206 |
| Vim | 12/229 |
| Healing Factor | 1.5991723257555 |
| Regeneration | 41.542492633117 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 18 |
| Infravision | 6 |
| See Stealth | 43.240618101659 |
| See Invisible | 55.240618101659 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 128 |
| Accuracy | 42 |
| Crit Chance | 39% |
| APR | 42 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Nature | +20% |
| Cold | +12% |
| Fire | +6% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +20% |
| Blight | +30% |
| All | 0% |
| Fire | +10% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 39 (53.292302510663%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 48 |
| Mental Save | 21 |
Defense: Resistances
| Darkness | + 10%( 70%) |
| Physical | + 3%( 70%) |
| Fire | + 15%( 70%) |
| Mind | + 21%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 33%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 69% |
| Confusion Resistance | 100% |
| Poison Resistance | 50% |
| Blind Resistance | 52% |
| Silence Resistance | 32% |
| Bleed Resistance | 20% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 548 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: 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 6 turns. While Heroism is active, you will only die when reaching -535 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 1071 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 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 665% 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: 2.5 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 227 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 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 3/5 |
| 3/5 |
| 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 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 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 |
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 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)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 have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed xorn fragment. * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed bloated horror heart. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed minotaur nose. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. | 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 within | active |
Equipment
| On feet | Scorchstreak the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Nature While equipped: dps ---------- Dmg.mod +6% fire Res.pen +10% fire +20% temporal ----- def ----- Armour +4 Fatigue +3% HP.reg +9.00 Heal.mod +25% Silence- +32% Confus- +34% Stun/Frz- +29% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Rhykor'1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +2 Con ----- def ----- Crit.chn- 5.00% Phys.save +7 (+4 eff.) Heal.mod +15% Blind- +22% Confus- +13% ---------- misc Light +11 Infravis +3 See.Stealth +5 See.Invis +17 Track: Puts all charms on 29 cooldown Level 3.5 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| Tool | Emobreth [power 476] (8/11 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +3% physical +3% fire Crit.chn- 10.00% Confus- +20% Stun/Frz- +10% Heal yourself and all friendly characters within 10 spaces for 476 Puts all charms on 11 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase the duration of 2 beneficial effects by 2. 100% to increase all damage penetration by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring 'Isessra'0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +12% cold Res.pen +5% blight ----- def ----- Armour +2 Resists +33% cold Mind.save +6 (+3 eff.) Confus- +23% Knockbk- +20% Rings make your fingers look great! |
| On fingers | Adykira the Radiancefear0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind Melee Ret 8 light ----- def ----- Defense +30 (+10 eff.) Resists +5% arcane Max.HP +53.00 HP.reg +11.00 Heal.mod +12% Pinning- +20% Rings make your fingers look great! |
| Around waist | Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 272, based on Magic) for 10 turns. Uses 15 power out of 19/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In main hand | Eksatin's Ultimatum (63-94 power, 25 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 63.0 - 94.5 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
| On hands | heroic voratun gauntlets of sorrow (0 def, 9 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: dps ---------- Mind.pwr +6 (+3 eff.) Melee+ 26 mind 26 darkness On Hit (Melee): * 18% chance to reduce all saves and defense by 17 ----- def ----- Armour +9 Fatigue +5% Mind.save +1 (+1 eff.) Max.HP +73.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 15 cooldown Level 4.5 Pwr.cost 15 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Cloak | Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+7 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
| Around neck | stralite amulet 'Emeladhenor'0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% blight Melee Ret 10 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Armour +6 Resists +21% mind +12% fire Die.at -80.00 life Cut- +20% Confus- +41% Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 217; cd 12)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 instantly heal yourself for 217 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. |
heroism infusion (die at -182; dur 9; cd 33)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 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 9 turns. While Heroism is active, you will only die when reaching -182 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 364 life, 18 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -471; dur 6; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 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 6 turns. While Heroism is active, you will only die when reaching -471 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 943 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the wizard (speed 756%; cd 12)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 increase movement speed by 756% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 35%; magical, physical; dur 4; cd 12)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 magical and physical effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 37%; mental; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 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 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune (damage 168; dur 4; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 168.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Emynn0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Dex +7 Lck dps ---------- Dmg.mod +12% arcane Acc +7 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +5% arcane Unseen.red 11% Heal.mod +10% Cut- +50% Heal: Puts all charms on 26 cooldown Level 4.5 Pwr.cost 26 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 233 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper amulet 'Elille'0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +1 Wil +2 Mag dps ---------- Mind.pwr +15 (+7 eff.) Melee Ret 2 mind ----- def ----- Resists +3% temporal Amulets make your neck look great! |
restful copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
Arthiran0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +5% physical ----- def ----- Defense +15 (+5 eff.) HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
Bregosin the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% cold ----- def ----- Resists +28% cold Phys.save +6 (+3 eff.) Spell.save +12 (+4 eff.) Die.at -80.00 life Silence- +20% Pinning- +20% Rings make your fingers look great! |
Elemental Fury0.1 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. |
Poredawyn the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +12 (+4 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +3% arcane Res.pen +5% blight Acc +8 (+2 eff.) Apr +9 Melee Ret 4 arcane ----- def ----- Defense +9 (+3 eff.) Resists +5% arcane Disengage: Puts all charms on 8 cooldown Level 3.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
pixie's stralite ring0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +6 Cun +5 Mag dps ---------- Spell.pwr +9 (+3 eff.) Rings make your fingers look great! |
psionicist's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Max.HP +21.00 Disarm- +21% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
rogue's stralite ring of pilfering0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +5 Cun dps ---------- Acc +10 (+3 eff.) Apr +11 ----- def ----- Defense +20 (+7 eff.) Disengage: Puts all charms on 8 cooldown Level 3.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Pusblow the stralite battleaxe (46-68 power, 3 apr)3.0 T4 battleaxe 2H weapon [Rare] Arcane Power 45.5 - 68.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +19 blight On Hit: 20% Epidemic 4 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 24 While equipped: dps ---------- Dmg.mod +21% nature Melee Ret 6 mind 8 cold On Hit (Melee): * 20% chance to slow global speed by 43% * 20% chance to reduce all saves and defense by 17 ----- def ----- Resists +24% cold Disease- +39% Massive two-handed battleaxes. |
voratun battleaxe of ruin (58-88 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Master Power 58.5 - 87.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +16.0% Crit.mult +20.00% Apr +16 Massive two-handed battleaxes. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
elemental stralite dagger (28-36 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane Power 28.0 - 36.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Create an explosion dealing 83 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +11% fire Res.pen +5% fire Sharp, short and deadly. |
plaguebringer's iron dagger of corruption (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego++] Arcane Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Curse of Death 1 On Hit: 20% Epidemic 1 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 24 While equipped: ----- def ----- Disease- +14% Sharp, short and deadly. |
warbringer's dwarven-steel dagger of crippling (16-21 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Master Power 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Con dps ---------- Phys.crit +7.0% Phys.pwr +6 (+2 eff.) Res.pen +8% physical ----- def ----- Disarm- +20% Sharp, short and deadly. |
elemental steel greatmaul of crippling (26-38 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego++] Arcane/Master Power 25.5 - 38.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 83 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Dmg.mod +10% acid Res.pen +10% acid Massive two-handed mauls. |
caustic voratun longsword of corruption (44-62 power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Arcane/Nature Power 44.0 - 61.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +27 acid +23 nature On Hit: 20% Curse of Impotence 5 While equipped: dps ---------- Res.pen +15% acid +17% nature Apr +7 Sharp, long, and deadly. |
Duatheloblivion the living mindstar (18-19 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Random Unique] Nature/Psionic Power 17.5 - 19.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +4 darkness On Crit.r2 +4 darkness On Hit: * 20% chance to slow global speed by 43% While equipped: dps ---------- Mind.crit +9% Mind.pwr +14 (+7 eff.) Dmg.mod +12% mind On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Resists +9% nature Max.HP +76.00 HP.reg +3.00 ---------- misc Psi/m.crit +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
elemental dwarven-steel waraxe of massacre (27-38 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane/Master Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 83 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +15% cold Res.pen +10% cold One-handed war axes. |
Aereletha the Flashbreaker1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +2 Dex dps ---------- Res.pen +25% light On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +5% acid +5% blight A belt that goes around your waist. |
Halodunador1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Str dps ---------- Phys.crit +1.0% Acc +15 (+5 eff.) Apr +4 On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Armour +8 Create a temporary shield that absorbs 170 damage Puts all charms on 22 cooldown A belt that goes around your waist. |
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. |
grounding rough leather belt of the giants1.0 T1 belt armor [Ego] Nature/Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +5% lightning +6% temporal Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
hardened leather belt 'Ce'Nirilaith'1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +5 Cun +7 Lck dps ---------- Dmg.mod +6% mind ----- def ----- Defense +16 (+5 eff.) Fatigue -4% Resists +3% mind +15% temporal Stealth +16 ---------- misc T.Disarm +8 Max.enc +21 Infravis +4 A belt that goes around your waist. |
hardened leather belt 'Samagas'1.0 T3 belt armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.crit +4% Crit.mult +20.00% ----- def ----- Armour +4 Resists +2% physical Max.HP +54.00 Cut- +20% ---------- misc Hate/m.crit +2.00 A belt that goes around your waist. |
Issuldir (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +7 (+2 eff.) Resists +3% physical Phys.save +5 (+3 eff.) Spell.save +3 (+1 eff.) Blind- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lisina the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Dmg.mod +28% mind Res.pen +20% mind +15% acid ----- def ----- Resists +15% nature +9% cold +19% mind +11% all Phys.save +18 (+9 eff.) Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+5 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 11 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Boramahor the Glacieridol (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +18% arcane +21% blight ----- def ----- Armour +3 Resists +9% cold Silence- +29% Confus- +34% Stun/Frz- +29% A pair of boots made of leather. |
Ivakira (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Dex +2 Mag dps ---------- Phys.crit +7.0% Phys.pwr +4 (+2 eff.) Res.pen +9% physical ----- def ----- Armour +3 Crit.chn- 10.00% Die.at -80.00 life A pair of boots made of leather. |
pair of dwarven-steel boots 'Thunderpanic' (5 def, 10 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Phys.crit +3.0% ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +3% Resists +15% lightning Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +9 (+5 eff.) Die.at -80.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gorion the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +3 Dex +3 Wil +4 Cun +2 Con dps ---------- Mind.crit +1% Melee+ 7 temporal Ranged+ 8 temporal Dmg.mod +9% acid +5% temporal Acc +5 (+1 eff.) Apr +7 ----- def ----- Armour +2 Resists +9% acid +7% temporal Disarm- +23% ---------- misc Equi/ret +0.04 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 15 cooldown Level 4.5 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Yveldassra the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +6% acid Res.pen +25% acid Acc +15 (+5 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +11% cold Die.at -80.00 life ---------- misc Stam/turn +2.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Bogwreck' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +19 Str +8 Dex +4 Mag dps ---------- Dmg.mod +18% blight Res.pen +10% blight +15% nature On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 15 cooldown Level 4.5 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 284.5 Physical damage. If the attack hits, the target is confused (27% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour of natural resilience (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Disrupt While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +12% nature +13% blight D.Red.from +9% Unnatural A suit of armour made of mail. |
fortifying voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Max.HP +82.00 A suit of armour made of mail. |
rejuvenating hardened leather armour of the void (9 def, 6 armour)9.0 T3 light armor [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 7 darkness Ranged+ 8 darkness ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +16% darkness +15% temporal HP.reg +2.20 Def/telep +10 Res/telep +18% Dur/telep +18% ---------- misc Stam/turn +1.30 Blink to a nearby random location (rad 9) Puts all charms on 19 cooldown A suit of armour made of leather. |
Aerildath (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: Stats +8 Str dps ---------- Melee+ 17 acid 17 fire Melee Ret 13 acid 14 fire ----- def ----- Armour +16 Fatigue +22% Resists +27% acid +12% physical +18% darkness +16% fire +22% cold Max.HP +40.00 Poison- +10% Cut- +20% Stun/Frz- +10% ---------- misc Light +2 Track: Puts all charms on 22 cooldown Level 3.5 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 6 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
9 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. |
537 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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
5 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Unlightkarma' (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +3% darkness ----- def ----- Fatigue -5% Resists +3% darkness ---------- misc Infravis +3 See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dúathedlen Heart1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Silamina the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% physical Acc +5 (+1 eff.) ----- def ----- Resists +3% nature Phys.save +6 (+3 eff.) Max.HP +20.00 HP.reg +4.00 Heal.mod +10% Stun/Frz- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 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 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 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. |
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. |
steel torque of gale force 'Godig' [power 180] (8/11 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Defense +30 (+10 eff.) Resists +6% temporal Spell.save +3 (+1 eff.) HP.reg +4.00 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 180 physical damage Puts all charms on 11 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Bokilathafang the elm totem of healing [power 110] (8/11 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Acc +10 (+3 eff.) Apr +2 ----- def ----- Defense +20 (+7 eff.) Die.at -20.00 life Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 11 cooldown Natural totems are made by powerful wilders to store nature power. |
Shadowradiance of the Blightspawn [power 380] (8/19 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +5 Str +3 Dex +2 Mag +2 Wil +1 Con dps ---------- On Melee Ret: * 42% chance to reduce strength, dexterity, and constitution by 24 * 31% chance to reduce damage dealt by 15% ---------- misc Light +2 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 987 Base Damage: 409 Armor: 25 All Resist: 22 Puts all charms on 19 cooldown 100% to heal for 46. Natural totems are made by powerful wilders to store nature power. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 22 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
6 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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By DoomFist the Ogre Doombringer level 22
10th Decay 122nd year of Ascendancy at 12:09 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By DoomFist the Ogre Doombringer level 23
11st Regrowth 123rd year of Ascendancy at 02:12 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By DoomFist the Ogre Doombringer level 26
18th Regrowth 123rd year of Ascendancy at 21:13 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By DoomFist the Ogre Doombringer level 5
78th Pyre 122nd year of Ascendancy at 17:52 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By DoomFist the Ogre Doombringer level 26
17th Regrowth 123rd year of Ascendancy at 01:35 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By DoomFist the Ogre Doombringer level 10
1st Summertide 122nd year of Ascendancy at 21:55 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By DoomFist the Ogre Doombringer level 20
52nd Haze 122nd year of Ascendancy at 21:01 see stats
Once bitten, twice shy (Insane (Adventure) difficulty)
Escaped the Anteroom of Agony.By DoomFist the Ogre Doombringer level 22
56th Haze 122nd year of Ascendancy at 16:58 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By DoomFist the Ogre Doombringer level 26
16th Regrowth 123rd year of Ascendancy at 10:57 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By DoomFist the Ogre Doombringer level 27
20th Regrowth 123rd year of Ascendancy at 12:10 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By DoomFist the Ogre Doombringer level 8
7th Mirth 122nd year of Ascendancy at 20:17 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By DoomFist the Ogre Doombringer level 11
1st Flare 122nd year of Ascendancy at 22:56 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By DoomFist the Ogre Doombringer level 22
56th Haze 122nd year of Ascendancy at 16:58 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By DoomFist the Ogre Doombringer level 16
29th Haze 122nd year of Ascendancy at 17:17 see stats
Log
Isylevena the elven blood mage's Beyond the Flesh performs a melee critical strike against DoomFist!
Burning from DoomFist hits Isylevena the elven blood mage for 22 fire damage.
Burning Shock from DoomFist hits Isylevena the elven blood mage for 18 fire damage.
DoomFist receives 3 healing from Devouring flames from DoomFist.
Melee retaliation hits Isylevena the elven blood mage for 11 fire, 16 blight, 3 light, 11 fire, 16 blight, 3 light (58 total damage).
Isylevena the elven blood mage hits DoomFist for (5 abyssal shield), 116 darkness, (5 abyssal shield), 24 darkness, (5 abyssal shield), 9 physical, (5 abyssal shield), 38 fire (188 total damage).
Isylevena the elven blood mage's Beyond the Flesh hits DoomFist for (5 abyssal shield), 39 physical, (5 abyssal shield), 24 darkness, (5 abyssal shield), 9 physical (73 total damage).
Isylevena the elven blood mage is not stunned anymore.
Isylevena the elven blood mage is no longer covered by shadows.
Isylevena the elven blood mage stops burning.
DoomFist receives 3 healing from Devouring flames from DoomFist.
Melee retaliation hits Isylevena the elven blood mage for 19 fire, 21 blight, 5 light (45 total damage).
Isylevena the elven blood mage's Beyond the Flesh hits DoomFist for (5 abyssal shield), 44 physical, (5 abyssal shield), 53 darkness, (5 abyssal shield), 23 physical (121 total damage).
Isylevena the elven blood mage casts Drain.
Isylevena the elven blood mage hits DoomFist for (5 abyssal shield), 207 blight (207 total damage).
LIFE LOST WARNING!
--------------------------------
DoomFist performs a melee critical strike against Isylevena the elven blood mage!
DoomFist's spell attains critical power!
Isylevena the elven blood mage is on fire!
DoomFist hits Isylevena the elven blood mage for (32 to psi shield), 49 physical, 21 darkness, 11 mind, 20 fire, 47 fire (147 total damage).
Isylevena the elven blood mage uses Telekinetic Smash.
Isylevena the elven blood mage performs a melee critical strike against DoomFist!
Isylevena the elven blood mage misses DoomFist.
Isylevena the elven blood mage hits DoomFist for (5 abyssal shield), 139 physical (139 total damage).
DoomFist hits Isylevena the elven blood mage for 12 fire damage.
Share the Pain hits Isylevena the elven blood mage for (11 to psi shield), 17 physical, 21 darkness, 11 mind (48 total damage).
Melee retaliation hits Isylevena the elven blood mage for 19 fire, 21 blight, 5 light (45 total damage).
DoomFist the level 28 ogre doombringer was chopped into tiny pieces to death by Isylevena the elven blood mage on level 5 of Dark crypt.


































































































































