










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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Allow Respec Anywhere 1.2.3ZOmnibus 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
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 Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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.] Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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. 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 | Cornac |
| Class | Doombringer |
| Level / Exp | 41 / 0% |
| Size | medium |
| Lifes / Deaths | Killed by Gokira the greater telugoroth at level 29 on the 60th Regrowth 123rd year of Ascendancy at 09:31 0 / 8Killed by corrupted corrupted plasmic disruptor at level 30 on the 71st Regrowth 123rd year of Ascendancy at 16:37 Killed by corrupted corrupted plasmic disruptor at level 30 on the 71st Regrowth 123rd year of Ascendancy at 18:08 Killed by corrupted corrupted plasmic disruptor at level 30 on the 71st Regrowth 123rd year of Ascendancy at 20:30 Killed by Porotira the sandworm at level 31 on the 65th Pyre 123rd year of Ascendancy at 20:17 Killed by elven blood mage at level 33 on the 1st Summertide 123rd year of Ascendancy at 18:18 Killed by venom wyrm at level 35 on the 5th Flare 123rd year of Ascendancy at 19:02 Killed by radiant horror at level 41 on the 69th Dusk 123rd year of Ascendancy at 12:26 |
Primary Stats
| Strength | 51 (base 37) |
| Dexterity | 82 (base 60) |
| Constitution | 25 (base 18) |
| Magic | 84 (base 60) |
| Willpower | 22 (base 10) |
| Cunning | 22 (base 14) |
Resources
| Life | -94/1200 |
| Mana | 0/400 |
| Stamina | 220/298 |
| Vim | 73/350 |
| Healing Factor | 1.1245178243369 |
| Regeneration | 0.28112945608423 |
Speed
| Mental | +4.4408920985006E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 28.531537443297 |
| See Invisible | 49.531537443297 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 78 |
| Crit Chance | 10% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Fire | +15% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Fire | +55% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 50.723073231957 (96.438666929426%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 25 |
| Physical Save | 38 |
| Spell Save | 41 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 17%( 70%) |
| Physical | + 29%( 70%) |
| Cold | + 39%( 70%) |
| All | + 8%( 70%) |
| Lightning | + 15%( 70%) |
| Darkness | + 32%( 70%) |
| Fire | + 56%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Pinning Resistance | 54% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 26% |
| Disarm Resistance | 55% |
| Stun Resistance | 45% |
| Poison Resistance | 20% |
| Knockback Resistance | 60% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 659 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: 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 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 224 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 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 520 damage for 5 turns. Its effects scale with your Magic 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. |
Class Talents
| Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Torture | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Fearfire | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | 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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by stone troll. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 525. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed pouch of luminous horror dust. * You've found the needed naga tongue. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Vorygassra (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Str +3 Mag +2 Con dps ---------- Spell.pwr +20 (+5 eff.) S.pwr/crit +10 Acc +15 (+3 eff.) ----- def ----- Armour +3 Resists +10% fire +8% cold A pair of boots made of leather. |
| Light source | brass lantern 'Bregarath'2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Spell.crit +3% Res.pen +10% blight Acc +5 (+1 eff.) Melee Ret 2 physical ----- def ----- Mind.save +6 (+3 eff.) Die.at -20.00 life ---------- misc Max.vim +10.00 Light +3 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Mayeth the dwarven-steel helm (16 def, 10 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Mag dps ---------- Phys.pwr +25 (+7 eff.) Acc +5 (+1 eff.) ----- def ----- Armour +10 Defense +16 (+5 eff.) Fatigue +4% Resists +4% physical +4% all Phys.save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron torque of mindblast 'Poreritira' [power 110] (13 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Dex +3 Wil ----- def ----- Defense +5 (+1 eff.) Resists +4% physical Crit.chn- 10.00% Die.at -40.00 life ---------- misc See.Invis +9 Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Silyssra0.1 T3 ring jewelry [Rare] Psionic While equipped: ----- def ----- Resists +9% acid +18% cold +15% nature Spell.save +12 (+4 eff.) Mind.save +8 (+4 eff.) Poison- +20% Confus- +26% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
| On fingers | Lisyldavena0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Dex +3 Con dps ---------- Crit.mult +30.00% Phasing +30% Apr +5 ----- def ----- Max.HP +38.00 Disarm- +32% Pinning- +34% Knockbk- +38% ---------- misc Max.stam +30.00 Rings make your fingers look great! |
| Around waist | Broderin the Torchsmasher1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +9% acid Res.pen +25% fire Melee Ret 6 mind ----- def ----- Resists +5% physical Phys.save +20 (+7 eff.) Spell.save +15 (+5 eff.) Pinning- +20% Stun/Frz- +20% A belt that goes around your waist. |
| In main hand | Elothra the Furnaceglory (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Rare] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire Res.pen +20% fire On Hit (Melee): * 10% chance to reduce armor by 39% ----- def ----- Defense +7 (+2 eff.) Resists +12% fire ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 89.22 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic voratun gauntlets of the nighthunter (0 def, 7 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Cun dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +7 Fatigue +5% Resists +8% darkness Mind.save +6 (+3 eff.) Max.HP +62.00 ---------- misc Infravis +1 Unarmed combat: Power 135% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +20 Apr +15 Crit +18.0% Atk.spd 83% Melee+ +16 darkness On Hit: 10% Battle Shout 5 On Crit: 10% Dominate 5 Track: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | radiant stralite plate armour of the dragon (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +13 Fatigue +22% Resists +9% acid +9% physical +18% darkness +10% blight +6% fire +8% lightning +8% cold Disarm- +23% Stun/Frz- +25% Knockbk- +22% ---------- misc Light +2 Cooldown Rush -5 A suit of armour made of metal plates. |
| Cloak | Malimnir the Ashterror (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +10% fire Acc +21 (+5 eff.) ----- def ----- Defense +2 (+0 eff.) Fatigue -6% Resists +6% nature +24% fire Max.HP +68.00 ---------- misc Max.stam +18.00 Max.vim +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Musagorach'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +10 Str +6 Dex +6 Wil +1 Cun +2 Con ----- def ----- Defense +5 (+1 eff.) Resists +1% physical ---------- misc Max.hate +2.00 Light +3 Infravis +1 See.Invis +12 Amulets make your neck look great! |
Inventory
Rune of the Rift (238.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 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. |
Prismatic Rune (6 turns; acid, physical, darkness, arcane, mind, nature)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: 5 acid, 3 physical, 3 darkness, 4 arcane, 3 mind, 3 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
enraging copper amulet of soulsearing0.1 T1 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Crit.mult +11.00% Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+2 eff.) Phys.spd +10% Dmg.mod +5% blight +5% fire +6% physical Amulets make your neck look great! |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Murkreaper0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +5 Dex +6 Wil dps ---------- Dmg.mod +15% nature Res.pen +10% nature Amulets make your neck look great! |
starseer's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) S.pwr/crit +2 Dmg.mod +5% light +5% temporal +5% darkness +4% physical ---------- misc Mana/turn +0.24 Max.mana +25.00 Amulets make your neck look great! |
gold amulet 'Ravenwalker'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Str +7 Dex +9 Wil dps ---------- Crit.mult +10.00% Dmg.mod +6% mind Melee Ret 6 mind ----- def ----- Resists +20% darkness Mind.save +9 (+5 eff.) Amulets make your neck look great! |
starseer's stralite amulet of perfection (0.27 Spell / Staff combat,0.27 Corruption / Fearfire)0.1 T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+2 eff.) Dmg.mod +6% darkness +6% temporal +5% light +7% physical ---------- misc Masteries +0.27 Corruption/Fearfire +0.27 Spell/Staff combat Amulets make your neck look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+7 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 43 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.29 cold and 10.29 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
Zubilena the Shadowblur0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +5 Mag +5 Wil +3 Con dps ---------- Spell.pwr +7 (+2 eff.) Melee Ret 6 nature 8 darkness ----- def ----- Resists +3% darkness ---------- misc See.Invis +12 Rings make your fingers look great! |
steel ring 'Lightmalice'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Mind.crit +7% Res.pen +10% light +15% fire Melee Ret 6 fire ----- def ----- Armour +6 ---------- misc Light +2 Rings make your fingers look great! |
steel ring 'Shockswift'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +7 (+3 eff.) Res.pen +15% lightning ----- def ----- Defense +20 (+6 eff.) Resists +6% lightning Spell.save +11 (+4 eff.) Max.HP +24.00 Disarm- +20% Pinning- +41% Knockbk- +23% ---------- misc Max.stam +14.00 Rings make your fingers look great! |
steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +23% Rings make your fingers look great! |
warrior's steel ring of life0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +8 Max.HP +50.00 HP.reg +6.00 Heal.mod +12% Rings make your fingers look great! |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
conjurer's gold ring of the mind (+11%)0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +11% mind ----- def ----- Resists +11% mind Rings make your fingers look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
titan's stralite ring of life0.1 T4 ring jewelry [Ego+] Nature While equipped: Stats +7 Con ----- def ----- Phys.save +14 (+5 eff.) Max.HP +43.00 HP.reg +10.00 Heal.mod +12% Rings make your fingers look great! |
Penitence (111% power, 4 apr, nature element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Nature Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+4 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 9 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Staff of Destruction (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Unique] Arcane Power 121% Range: 1.2x Uses 100% Mag Dmg Fire Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+3 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
Telezor (120% power, 4 apr, temporal element)5.0 T3 staff 2H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +11 Mag +2 Wil dps ---------- Spell.crit +13% Crit.mult +13.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% temporal Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Resists +6% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Scorchbreak' (129% power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Random Unique] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Spell.pwr +12 (+3 eff.) S.pwr/crit +6 Dmg.mod +25% lightning +12% acid Res.pen +15% acid +5% fire +12% lightning ----- def ----- Resists +9% acid +3% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding elven-wood magestaff of illumination (129% power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego+] Nature Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Spell.crit +4% Spell.pwr +19 (+5 eff.) Dmg.mod +25% fire ----- def ----- Defense +10 (+3 eff.) HP.reg +1.30 Heal.mod +20% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 120.15 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
lifebinding elven-wood starstaff of illumination (129% power, 5 apr, light element)5.0 T4 staff 2H weapon [Ego+] Nature Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +4% Spell.pwr +17 (+5 eff.) Dmg.mod +25% light ----- def ----- Defense +6 (+2 eff.) HP.reg +1.40 Heal.mod +11% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 89.22 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
stormbringer's orite trident of erosion (153% power, 13 apr)3.0 T4 trident 2H weapon [Ego+] Nature Power 154% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +13 nature On Crit.r2 +16 lightning +7 cold While equipped: dps ---------- Mov.spd +42% Res.pen +19% lightning +21% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Snowrace (132% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Arcane Power 132% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 105 damage While equipped: Stats +2 Str dps ---------- Phys.crit +8.0% Phys.pwr +30 (+9 eff.) Dmg.mod +9% cold Res.pen +25% mind Apr +4 Blunt and deadly. |
pulsing mindstar 'Woespire' (107% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Rare] Nature Power 107% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +16 mind On Hit.r1 +8 cold On Crit.r2 +16 darkness While equipped: Stats +2 Cun dps ---------- Mind.crit +12% Mind.pwr +8 (+4 eff.) ----- def ----- Phys.save +9 (+4 eff.) Spell.save +9 (+3 eff.) Mind.save +15 (+8 eff.) ---------- misc Equi/ret +2.10 Max.hate +6.00 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. |
fortifying stralite mail armour of command (13 def, 12 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +2 Str +1 Cun +6 Con ----- def ----- Armour +12 Defense +13 (+4 eff.) Fatigue +12% Mind.save +11 (+6 eff.) Max.HP +57.00 A suit of armour made of mail. |
Beloneg the Chillthorn (20 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Arcane While equipped: dps ---------- Res.pen +20% physical Acc +15 (+3 eff.) ----- def ----- Armour +11 Defense +20 (+6 eff.) Fatigue +22% Resists +9% acid +4% physical +7% arcane +12% cold Spell.save +16 (+5 eff.) A suit of armour made of metal plates. |
Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 21 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
noble's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Master While equipped: Stats +3 Dex +5 Wil +9 Cun +6 Lck dps ---------- Against +26% Summoned ----- def ----- D.Red.from +20% Summoned Stealth +5 ---------- misc T.Disarm +8 Infravis +4 A belt that goes around your waist. |
Gloruwen (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Con ----- def ----- Defense +2 (+0 eff.) Resists +3% blight +2% physical +9% nature +9% temporal Heal.mod +5% Disarm- +20% Pinning- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Aeryseremira' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +5 Dex +4 Mag +2 Wil +1 Cun +2 Con ----- def ----- Defense +2 (+0 eff.) Resists +9% blight ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Barandur the pair of hardened leather boots (0 def, 14 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +5 (+2 eff.) S.pwr/crit +6 Mov.spd +10% Res.pen +10% blight Melee Ret 6 blight ----- def ----- Armour +14 Fatigue -6% Resists +8% acid +7% temporal +9% cold +10% fire +14% lightning Max.HP +38.00 ---------- misc Stam/turn +0.40 A pair of boots made of leather. |
Aerana (6 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +5 Dex dps ---------- Crit.mult +20.00% Dmg.mod +6% mind On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +3% ---------- misc Max.hate +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Elaritha' (0 def, 18 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +18 Fatigue -4% Resists +12% cold Phys.save +10 (+4 eff.) HP.reg +4.00 Heal.mod +10% Silence- +20% Disarm- +20% Stun/Frz- +20% ---------- misc Max.enc +36 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Vorywe' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Spell.pwr +9 (+3 eff.) Mind.pwr +7 (+3 eff.) Res.pen +15% physical Melee Ret 6 physical ----- def ----- Armour +4 Fatigue +3% Phys.save +3 (+2 eff.) Die.at -20.00 life ---------- misc Stam/turn +0.60 Max.stam +37.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tarrydor (10 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Crit.mult +20.00% Res.pen +20% acid On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Armour +2 Defense +10 (+3 eff.) HP.reg +6.00 ---------- misc Stam/turn +1.00 Max.stam +27.00 Unarmed combat: Power 117% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
corrosive iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 acid Dmg.mod +3% acid Acc +10 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% acid Unarmed combat: Power 104% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +6.0% Atk.spd 83% On Crit.r2 +5 acid On Hit: 10% Corrosive Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of war-making (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +11.0% Spell.crit +8% Mind.crit +7% Crit.mult +7.00% ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 127% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +14.0% Atk.spd 83% On Crit: 20% Cripple 3 Metal gloves protecting the hands up to the middle of the lower arm. |
restful dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +14 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% HP.reg +3.00 ---------- misc Stam/turn +0.60 Max.stam +21.00 Unarmed combat: Power 122% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +14.0% Atk.spd 83% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 126% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
alchemist's voratun gauntlets of spellstriking (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +10 Mag +7 Wil dps ---------- Spell.pwr +13 (+4 eff.) Melee+ 6 acid 6 lightning 7 fire 12 arcane 9 cold Dmg.mod +6% arcane ----- def ----- Armour +3 Fatigue +5% Resists +6% arcane Unarmed combat: Power 135% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Melee+ +14 ice +12 lightning +18 fire +10 arcane +10 acid On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's voratun gauntlets of the iron hand (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +6 Str +3 Dex +3 Wil +3 Cun +3 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +9 (+4 eff.) Disarm- +20% ---------- misc Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Unarmed combat: Power 132% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +3 Apr +15 Crit +16.0% Atk.spd 83% On Hit: 10% Disarm 5 On Hit: 10% Set Up 5 Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Erendil' (1 def, 6 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +3% mind +16% fire Spell.save +3 (+1 eff.) HP.reg +4.00 A pointy cloth hat, very wizardly... |
Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
bladed hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +7 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 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 202.5 Physical damage. If the attack hits, the target is confused (43% effect) for 5 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 cap made of leather. |
hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +9% cold ---------- misc Breathe water A cap made of leather. |
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. |
Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor Reqs Wil 24 [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 57.60 mind damage and cripples the target's higher mental functions, reducing cunning by 7 and confusing (22% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
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. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
7 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. |
2 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. |
7 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. |
10 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. |
12 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
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. |
5 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. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
2 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
592 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. |
Bethedhetira1.0 T1 lite [Rare] Arcane While equipped: Stats +9 Mag dps ---------- Spell.pwr +7 (+2 eff.) S.pwr/crit +4 Dmg.mod +6% arcane Phasing +10% ---------- misc Mana/s.crit +2.00 Max.mana +20.00 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. |
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.(72 power, based on Willpower). Uses 9 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. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp 'Khelurin'0.0 T3 lite [Rare] Arcane While equipped: Stats +3 Wil +6 Mag dps ---------- Spell.pwr +11 (+3 eff.) Mind.pwr +25 (+12 eff.) ----- def ----- Phys.save +9 (+4 eff.) Mind.save +18 (+9 eff.) Die.at -80.00 life ---------- misc Psi/ret +0.16 Max.stam +30.00 Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp of corpselight1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) ----- def ----- Resists +7% blight +8% darkness ---------- misc Light +4 Infravis +4 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 1.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 18 blight damage or heals 27 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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 22 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 165.94 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 165.94 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. |
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. |
Vorawyn the iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str +3 Mag +1 Con dps ---------- Melee Ret 2 acid ---------- misc Light +3 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
crystalomancer's dwarven-steel pickaxe (dig speed 31 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str +2 Mag dps ---------- Spell.crit +6% ---------- misc Max.mana +35.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mind.pwr +10 (+5 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 13 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 538.20 fire damage (based on Magic). Uses 43 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+5 eff.) Psionic Pull: Level 3.0 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 40 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
quick ash totem of healing [power 146] (11 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 146 Puts all charms on 11 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Cordoom the Cornac Doombringer level 38
6th Dusk 123rd year of Ascendancy at 17:48 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Cordoom the Cornac Doombringer level 37
4th Dusk 123rd year of Ascendancy at 21:59 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Cordoom the Cornac Doombringer level 33
1st Summertide 123rd year of Ascendancy at 19:32 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Cordoom the Cornac Doombringer level 40
66th Dusk 123rd year of Ascendancy at 08:08 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Cordoom the Cornac Doombringer level 11
9th Dusk 122nd year of Ascendancy at 21:02 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Cordoom the Cornac Doombringer level 39
15th Dusk 123rd year of Ascendancy at 14:39 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Cordoom the Cornac Doombringer level 39
15th Dusk 123rd year of Ascendancy at 20:30 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Cordoom the Cornac Doombringer level 24
42nd Haze 122nd year of Ascendancy at 19:04 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Cordoom the Cornac Doombringer level 20
17th Haze 122nd year of Ascendancy at 18:34 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Cordoom the Cornac Doombringer level 31
3rd Pyre 123rd year of Ascendancy at 12:09 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By Cordoom the Cornac Doombringer level 6
78th Pyre 122nd year of Ascendancy at 06:32 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Cordoom the Cornac Doombringer level 29
9th Decay 122nd year of Ascendancy at 23:53 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Cordoom the Cornac Doombringer level 10
4th Mirth 122nd year of Ascendancy at 23:53 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Cordoom the Cornac Doombringer level 20
17th Haze 122nd year of Ascendancy at 14:39 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Cordoom the Cornac Doombringer level 30
61st Regrowth 123rd year of Ascendancy at 07:05 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Cordoom the Cornac Doombringer level 40
61st Dusk 123rd year of Ascendancy at 16:33 see stats
Once bitten, twice shy (Nightmare (Adventure) difficulty)
Escaped the Anteroom of Agony.By Cordoom the Cornac Doombringer level 21
19th Haze 122nd year of Ascendancy at 18:18 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Cordoom the Cornac Doombringer level 24
42nd Haze 122nd year of Ascendancy at 06:33 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Cordoom the Cornac Doombringer level 39
61st Dusk 123rd year of Ascendancy at 16:15 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Cordoom the Cornac Doombringer level 10
5th Mirth 122nd year of Ascendancy at 15:33 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Cordoom the Cornac Doombringer level 14
61st Dusk 122nd year of Ascendancy at 17:36 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Cordoom the Cornac Doombringer level 27
57th Haze 122nd year of Ascendancy at 08:33 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Cordoom the Cornac Doombringer level 30
62nd Regrowth 123rd year of Ascendancy at 00:11 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Cordoom the Cornac Doombringer level 21
23rd Haze 122nd year of Ascendancy at 11:10 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Cordoom the Cornac Doombringer level 37
4th Dusk 123rd year of Ascendancy at 00:54 see stats
Log
Luminous horror casts Healing Light.
Luminous horror casts Barrier.
A shield forms around luminous horror.
Luminous horror HEALS from fire damage!
Luminous horror HEALS from light damage!
Luminous horror HEALS from fire damage!
Luminous horror HEALS from light damage!
Luminous horror HEALS from fire damage!
Luminous horror HEALS from light damage!
Luminous horror HEALS from fire damage!
Luminous horror HEALS from light damage!
Searing horror HEALS from fire damage!
Searing horror HEALS from light damage!
Luminous horror HEALS from fire damage!
Luminous horror HEALS from light damage!
Luminous horror's light area effect hits Cordoom for (21 abyssal shield), 21 light (21 total damage).
Searing horror's light area effect hits Cordoom for (24 abyssal shield), 46 light (46 total damage).
Radiant horror's blazing light area effect hits Luminous horror for 0 fire, 5 healing, 0 light, 5 healing (0 total damage) [9 healing].
Radiant horror's blazing light area effect hits Luminous horror for 0 fire, 5 healing, 0 light, 5 healing (0 total damage) [9 healing].
Radiant horror's blazing light area effect hits Luminous horror for 0 fire, 5 healing, 0 light, 5 healing (0 total damage) [9 healing].
Radiant horror's blazing light area effect hits Searing horror for 0 fire, 5 healing, 0 light, 5 healing (0 total damage) [11 healing].
Radiant horror's blazing light area effect hits Luminous horror for 0 fire, 5 healing, 0 light, 5 healing (0 total damage) [9 healing].
Radiant horror's blazing light area effect hits Luminous horror for 0 fire, 5 healing, 0 light, 5 healing (0 total damage) [9 healing].
Radiant horror's blazing light area effect hits Shadow for 9 fire, 17 light (26 total damage).
Radiant horror's blazing light area effect hits Cordoom for (1 abyssal shield), 1 fire, (3 abyssal shield), 3 light (4 total damage).
Luminous horror receives 291 healing.
Luminous horror hits Cordoom for (6 abyssal shield), 6 fire (6 total damage).
Radiant horror casts Searing Light.
Radiant horror hits Cordoom for (23 abyssal shield), 59 light (59 total damage).
Cordoom the level 41 cornac doombringer was tanned to death by a radiant horror on level 2 of Ardhungol.














































































































































