










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
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: Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Doomelf |
| Class | Doombringer |
| Level / Exp | 34 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by Planar Controller at level 3 on the 78th Pyre 122nd year of Ascendancy at 10:06 0 / 7Killed by Horned Horror at level 16 on the 45th Dusk 122nd year of Ascendancy at 07:57 Killed by Polubremitta the skeleton warrior at level 25 on the 64th Haze 122nd year of Ascendancy at 15:28 Killed by Liumabr the Guardian at level 30 on the 15th Dusk 123rd year of Ascendancy at 09:22 Killed by Liumabr the Guardian at level 30 on the 15th Dusk 123rd year of Ascendancy at 11:21 Killed by Liumabr the Guardian at level 31 on the 52nd Dusk 123rd year of Ascendancy at 15:14 Killed by Islorann the forest troll at level 34 on the 69th Dusk 123rd year of Ascendancy at 09:13 |
Primary Stats
| Strength | 76 (base 60) |
| Dexterity | 16 (base 10) |
| Constitution | 50 (base 31) |
| Magic | 74 (base 52) |
| Willpower | 22 (base 10) |
| Cunning | 14 (base 11) |
Resources
| Life | -21/1099 |
| Stamina | 204/250 |
| Vim | 0/342 |
| Healing Factor | 1.7086847857241 |
| Regeneration | 38.018236482361 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 190 |
| Accuracy | 50 |
| Crit Chance | 7% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Acid | +15% |
| Light | +27% |
| Cold | +6% |
| Mind | +8% |
| Lightning | +15% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
| Darkness | +10% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 57.511077022655 (89.749889547741%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 29 |
| Physical Save | 35 |
| Spell Save | 38 |
| Mental Save | 47 |
Defense: Resistances
| Blight | + 41%( 70%) |
| Physical | + 19%( 70%) |
| Cold | + 54%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 39%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 23%( 70%) |
| Mind | + 20%( 70%) |
| Darkness | + 42%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 91% |
| Teleport Resistance | 20% |
| Confusion Resistance | 72% |
| Disarm Resistance | 48% |
| Silence Resistance | 52% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 36 up to 3 times. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 117 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 150.65 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 512% 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. |
Class Talents
| Corruption / Wrath | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Shadowflame | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Torture | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Fearfire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by Fucked Up Elf Man. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by Glyldana the grave wight. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You failed to protect the lost defiler from death by cold drake. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by Xunor the elder vampire. Escort: lost defiler (level 6 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Constitution by +5. | done |
You failed to protect the repented thief from death by grave wight. Escort: repented thief (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+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 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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 177. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed multi-hued wyrm scale. * You've found the needed ice ant stinger. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vial of squid ink. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You 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. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
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 | Blackvenom (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +2 Mag +5 Con dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Armour +4 Fatigue +3% Resists +10% lightning +6% temporal Crit.chn- 15.00% Silence- +22% Confus- +38% Stun/Frz- +34% ---------- misc Infravis +3 Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 68, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 189.75 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+3 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
| Tool | Hailblow the dwarven-steel pickaxe (dig speed 5 turns)3.0 T3 digger tool [Random Unique] Master/Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +11% fire +8% mind +6% cold ----- def ----- Armour +8 Defense +6 (+3 eff.) Resists +7% physical Spell.save +9 (+4 eff.) Mind.save +8 (+2 eff.) Max.HP +25.00 Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.stam +21.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Hailkiller the gold ring0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +3 Mag dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% acid ----- def ----- Resists +18% cold Spell.save +15 (+6 eff.) Mind.save +11 (+3 eff.) Confus- +34% ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Max.vim +30.00 Rings make your fingers look great! |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex dps ---------- S.pwr/crit +10 Res.pen +15% mind Acc +10 (+3 eff.) ----- def ----- Max.HP +141.00 HP.reg +22.00 Heal.mod +28% Stun/Frz- +30% ---------- misc Vim/s.crit +2.00 Max.vim +40.00 Rings make your fingers look great! |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Dureromivor the Morningbrand (154% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 155% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 light +20 lightning On Crit.r2 +16 light On Crit: * Splash the target with acid dealing 165 damage over 5 turns and reducing armor and accuracy by 21 While equipped: dps ---------- Dmg.mod +12% light +15% lightning Res.pen +15% arcane ----- def ----- Resists +9% lightning ---------- misc Light +3 Massive two-handed mauls. |
| On hands | Shadekiss (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +4 Str +2 Mag +4 Wil dps ---------- Acc +7 (+2 eff.) Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +2 Resists +12% blight Phys.save +7 (+4 eff.) Mind.save +8 (+2 eff.) Disarm- +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Bloomwasp the stralite plate armour (9 def, 20 armour)17.0 T4 massive armor Reqs Massive armour training [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Melee Ret 2 nature 6 cold On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Armour +20 Defense +9 (+5 eff.) Fatigue +22% Resists +14% light +14% darkness +9% cold +3% nature +9% mind Mind.save +32 (+10 eff.) A suit of armour made of metal plates. |
| Cloak | Aerumith (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +6% temporal Crit.chn- 15.00% Die.at -20.00 life Max.HP +39.00 Disarm- +20% Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% lightning Stun/Frz- +27% Amulets make your neck look great! |
Inventory
movement infusion (speed 406%; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 406% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 600%; 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 increase movement speed by 600% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion (heal 367; 12 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 367 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 5; phase 14; cd 16)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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. |
stormshield rune (threshold 33; blocks 4; dur 4; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 33 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Veleranor the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% physical Acc +15 (+5 eff.) Melee Ret 6 physical On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Phys.save +3 (+2 eff.) ---------- misc Masteries +0.11 Corruption/Heart of Fire Amulets make your neck look great! |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
clarifying steel amulet of constitution (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +11% mind Confus- +20% Amulets make your neck look great! |
steel amulet of vision0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +16% ---------- misc Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
Filthspire the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% nature +3% cold Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Resists +9% acid Mind.save +4 (+1 eff.) Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
warrior's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% fire ----- def ----- Armour +6 Resists +20% fire Rings make your fingers look great! |
Balyregohor the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Die.at -40.00 life HP.reg +3.00 Heal.mod +5% Silence- +10% Stun/Frz- +22% Teleport- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
rogue's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) HP.reg +3.00 Stun/Frz- +20% Rings make your fingers look great! |
steel garnet ring0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +6% all Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +7 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 91% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
gold garnet ring0.1 T3 ring jewelry [Ego+] Nature While equipped: dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all ----- def ----- Resists +8% nature +7% blight Poison- +16% Disease- +15% Rings make your fingers look great! |
gold ring of life0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +42.00 HP.reg +11.00 Heal.mod +13% 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. |
truestriking steel battleaxe of crippling (128% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego++] Master Power 128% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Res.pen +9% physical Acc +13 (+4 eff.) Apr +9 Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Chalilach' (141% power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 142% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +14 (+4 eff.) ----- def ----- Defense +30 (+15 eff.) Resists +3% lightning +3% cold +9% mind Phys.save +18 (+8 eff.) Spell.save +6 (+3 eff.) Disarm- +43% Pinning- +20% Massive two-handed battleaxes. |
blazebringer's stralite battleaxe of torment (150% power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego++] Nature/Psionic Power 151% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +72 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- All.spd +7% Res.pen +24% fire Massive two-handed battleaxes. |
elemental stralite battleaxe (153% power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Arcane Power 153% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * Create an explosion dealing 99 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +14% lightning Res.pen +7% lightning Massive two-handed battleaxes. |
Colaryem (159% power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 50% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Kinetic Focus (88% power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 89% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Physical Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
mindwoven linen robe of lightning (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) Dmg.mod +11% lightning ----- def ----- Resists +16% lightning +7% all Mind.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
timebroken cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Dmg.mod +5% acid +5% temporal +8% fire +12% cold +8% arcane +13% physical ----- def ----- Resists +12% acid +13% physical +12% fire +12% cold +11% all ---------- misc Max.mana +42.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 (+7 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. |
steel mail armour 'Sunstake' (8 def, 9 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +15% light +6% arcane ----- def ----- Armour +9 Defense +8 (+4 eff.) Fatigue +12% Resists +6% light Mind.save +12 (+4 eff.) Max.HP +29.00 HP.reg +4.40 Heal.mod +12% ---------- misc Stam/turn +1.10 A suit of armour made of mail. |
impenetrable steel plate armour of the dragon (0 def, 14 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +14 Fatigue +22% Resists +5% acid +8% physical +5% fire +6% lightning +5% cold Disarm- +22% Stun/Frz- +20% Knockbk- +21% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
radiant dwarven-steel plate armour of stability (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +11 Fatigue +22% Resists +15% blight +7% physical +16% darkness Phys.save +14 (+6 eff.) ---------- misc Light +2 A suit of armour made of metal plates. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
noble's hardened leather belt of the mystic1.0 T3 belt armor [Ego+] Arcane/Master While equipped: Stats +5 Cun +5 Wil dps ---------- Spell.pwr +4 (+1 eff.) Against +26% Summoned ----- def ----- D.Red.from +24% Summoned Mind.save +9 (+3 eff.) A belt that goes around your waist. |
Willowfiend the cashmere cloak (9 def, 5 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +2 Mag +2 Wil +4 Con dps ---------- Dmg.mod +6% nature ----- def ----- Armour +5 Defense +9 (+5 eff.) Phys.save +14 (+6 eff.) Spell.save +17 (+6 eff.) Mind.save +22 (+7 eff.) ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of the Shaloren (9 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +9 (+5 eff.) Phys.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Vilewisp' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature Melee Ret 4 acid ----- def ----- Armour +1 Resists +6% lightning +5% temporal +3% nature +9% fire A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
undeterred pair of hardened leather boots of strife (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +3 Con +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +5% physical ----- def ----- Armour +3 Silence- +29% Confus- +20% Stun/Frz- +28% Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 24 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Ce'Natira the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +5 Fatigue +2% Resists +6% darkness +3% blight Disarm- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gavena the Hazesteel (15 def, 9 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold Acc +15 (+5 eff.) Apr +4 Melee Ret 4 cold ----- def ----- Armour +9 Defense +15 (+8 eff.) Fatigue +3% Resists +4% physical ---------- misc Stam/turn +2.00 Max.stam +30.00 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sunblow the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 6 temporal Ranged+ 8 temporal Dmg.mod +6% fire +3% temporal Res.pen +5% fire Melee Ret 8 lightning On Hit (Melee): * 10% chance to reduce armor by 38% ----- def ----- Armour +2 Resists +9% lightning +5% temporal +9% fire +6% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blackspire the iron gauntlets (5 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +3% darkness +4% cold Apr +1 On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +1 Defense +5 (+3 eff.) Fatigue +1% Resists +5% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
steady iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +5 (+3 eff.) Mind.save +6 (+2 eff.) Disarm- +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Lisuda the Scabvein (0 def, 9 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun dps ---------- Phys.pwr +25 (+5 eff.) Melee+ 7 physical Dmg.mod +3% nature +20% physical ----- def ----- Armour +9 Fatigue +3% Phys.save +3 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Adigassra the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Crit.mult +15.00% Phys.pwr +10 (+2 eff.) Dmg.mod +13% nature Res.pen +15% mind +10% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Defense +2 (+1 eff.) Resists +19% nature Phys.save +3 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Psi/ret +0.08 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 (+1 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. |
Berirek (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +1% physical +3% fire Spell.save +3 (+2 eff.) Max.HP +20.00 ---------- misc Mana/turn +0.04 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Glaciermoon' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Res.pen +10% acid Melee Ret 4 cold ----- def ----- Armour +3 Fatigue +5% Resists +9% acid +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xanamirin the Pitchwrither (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +5 Dex dps ---------- Crit.mult +20.00% Phys.pwr +25 (+5 eff.) Dmg.mod +9% darkness Res.pen +5% mind ----- def ----- Armour +4 Fatigue +4% Resists +6% mind +6% darkness Die.at -40.00 life ---------- misc Max.stam +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 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. |
5 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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
5 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. |
7 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 (+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. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
145 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. |
Nerodhebeth2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +1 Dex +2 Con dps ---------- Crit.mult +10.00% Melee Ret 8 physical ----- def ----- Max.HP +48.00 ---------- misc Max.stam +10.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
brass lantern 'Vorivena'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Armour +10 Resists +5% arcane +6% cold Die.at -40.00 life Max.HP +45.00 Heal.mod +15% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of focus2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind ---------- 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. |
alchemist's lamp 'Glada'1.0 T3 lite [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Wil dps ---------- Spell.crit +2% Mind.pwr +20 (+10 eff.) Dmg.mod +7% mind +9% arcane Melee Ret 4 blight ----- def ----- Resists +5% cold +7% temporal Max.HP +48.00 Def/telep +15 Res/telep +10% Dur/telep +11% ---------- misc Vim/s.crit +2.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 152.15 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 152.15 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. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Radhykhad the Flashbloom (dig speed 27 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +9% lightning Res.pen +20% lightning Melee Ret 4 physical ----- def ----- Fatigue -4% Resists +9% lightning Phys.save +3 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Dimhash' (dig speed 24 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str ----- def ----- Resists +12% lightning +9% temporal +6% darkness +9% fire +5% arcane +6% cold Phys.save +10 (+5 eff.) Spell.save +8 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -40.00 life Max.HP +57.00 ---------- misc Max.stam +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
ash totem of healing 'Blindbreaker' [power 182] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: ----- def ----- Resists +6% light +9% blight Phys.save +6 (+3 eff.) Spell.save +9 (+4 eff.) Poison- +20% ---------- misc Light +1 Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Baritir the yew wand of shielding [power 260] (20 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: Stats +2 Wil +1 Mag dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +9% arcane ---------- misc Mana/turn +0.04 Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 13% for 2 turns. 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Fucked Up Elf Man the Doomelf Doombringer level 33
56th Dusk 123rd year of Ascendancy at 04:41 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Fucked Up Elf Man the Doomelf Doombringer level 32
54th Dusk 123rd year of Ascendancy at 08:53 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Fucked Up Elf Man the Doomelf Doombringer level 28
66th Regrowth 123rd year of Ascendancy at 23:39 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Fucked Up Elf Man the Doomelf Doombringer level 27
10th Regrowth 123rd year of Ascendancy at 14:44 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Fucked Up Elf Man the Doomelf Doombringer level 17
49th Dusk 122nd year of Ascendancy at 01:45 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Fucked Up Elf Man the Doomelf Doombringer level 25
16th Haze 122nd year of Ascendancy at 07:42 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Fucked Up Elf Man the Doomelf Doombringer level 28
76th Regrowth 123rd year of Ascendancy at 15:47 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By Fucked Up Elf Man the Doomelf Doombringer level 6
79th Pyre 122nd year of Ascendancy at 04:39 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 Fucked Up Elf Man the Doomelf Doombringer level 29
77th Regrowth 123rd year of Ascendancy at 21:29 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Fucked Up Elf Man the Doomelf Doombringer level 10
1st Summertide 122nd year of Ascendancy at 22:21 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Fucked Up Elf Man the Doomelf Doombringer level 20
52nd Dusk 122nd year of Ascendancy at 05:55 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Fucked Up Elf Man the Doomelf Doombringer level 30
14th Dusk 123rd year of Ascendancy at 09:37 see stats
Once bitten, twice shy (Nightmare (Adventure) difficulty)
Escaped the Anteroom of Agony.By Fucked Up Elf Man the Doomelf Doombringer level 20
52nd Dusk 122nd year of Ascendancy at 18:17 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Fucked Up Elf Man the Doomelf Doombringer level 25
31st Haze 122nd year of Ascendancy at 14:52 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Fucked Up Elf Man the Doomelf Doombringer level 30
17th Dusk 123rd year of Ascendancy at 05:50 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Fucked Up Elf Man the Doomelf Doombringer level 15
36th Dusk 122nd year of Ascendancy at 23:32 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Fucked Up Elf Man the Doomelf Doombringer level 28
67th Regrowth 123rd year of Ascendancy at 08:28 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Fucked Up Elf Man the Doomelf Doombringer level 17
49th Dusk 122nd year of Ascendancy at 01:47 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Fucked Up Elf Man the Doomelf Doombringer level 32
54th Dusk 123rd year of Ascendancy at 01:31 see stats
Log
Fucked Up Elf Man hits Islorann the forest troll for (20 flat reduction), 46 acid (46 total damage).
Fucked Up Elf Man casts Draining Assault.
Fucked Up Elf Man misses Islorann the forest troll.
Fucked Up Elf Man misses Islorann the forest troll.
Islorann the forest troll performs a melee critical strike against Fucked Up Elf Man!
Fucked Up Elf Man HEALS from darkness damage!
Islorann the forest troll hits Fucked Up Elf Man for (10 abyssal shield), 105 physical, (4 abyssal shield), 4 darkness, 5 healing, (3 abyssal shield), 3 fire, (7 abyssal shield), 11 arcane, (2 abyssal shield), 2 cold, (2 abyssal shield), 2 cold (126 total damage) [5 healing].
Melee retaliation hits Islorann the forest troll for (15 flat reduction), 0 fire, (1 flat reduction), 0 nature, (14 flat reduction), 0 blight, (3 flat reduction), 0 cold (0 total damage).
Fucked Up Elf Man casts Destroyer.
Fucked Up Elf Man turns into a demon!
Fucked Up Elf Man casts Fiery Grasp.
Islorann the forest troll is on fire!
Islorann the forest troll is grabbed!
Fucked Up Elf Man hits Islorann the forest troll for (14 flat reduction), 0 fire, (20 flat reduction), 166 fire, (6 flat reduction), 0 light, (12 flat reduction), 0 lightning, (9 flat reduction), 0 fire, (20 flat reduction), 14 fire (180 total damage).
Burning from Fucked Up Elf Man hits Islorann the forest troll for (14 flat reduction), 0 fire (0 total damage).
Fiery Grasp from Fucked Up Elf Man hits Islorann the forest troll for (14 flat reduction), 0 fire (0 total damage).
Islorann the forest troll throws two quick punches.
Islorann the forest troll performs a melee critical strike against Fucked Up Elf Man!
Islorann the forest troll is weakened by the darkness!
Islorann the forest troll isn't moving as defensively anymore.
Islorann the forest troll suffers!
Islorann the forest troll breathes ice!
Fucked Up Elf Man resists the freeze!
Fucked Up Elf Man HEALS from darkness damage!
Fucked Up Elf Man hits Islorann the forest troll for (9 flat reduction), 0 fire, (20 flat reduction), 14 fire (14 total damage).
Share the Pain hits Islorann the forest troll for (20 flat reduction), 36 physical, (6 flat reduction), 0 light, (12 flat reduction), 0 lightning (36 total damage).
Melee retaliation hits Islorann the forest troll for (15 flat reduction), 0 fire, (1 flat reduction), 0 nature, (14 flat reduction), 0 blight, (3 flat reduction), 0 cold, (15 flat reduction), 0 fire, (1 flat reduction), 0 nature, (14 flat reduction), 0 blight, (3 flat reduction), 0 cold (0 total damage).
Islorann the forest troll hits Fucked Up Elf Man for 151 physical, 6 darkness, 5 healing, 5 fire, 0 arcane, 3 cold, 73 cold, 4 cold, 91 physical, 6 darkness, 5 healing, 5 fire, 0 arcane, 3 cold (348 total damage) [9 healing].
Fucked Up Elf Man the level 34 doomelf doombringer was frozen to death by Islorann the forest troll on level 4 of Lost Dwarven Kingdom of Reknor.





































































































































