










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Faster 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. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Googly Eyes 1.7.0Adds googly eyes to actors. Eyes wobble around very slowly, and get shaken to point in a new direction when you get a critical hit. Some creatures, especially from addons, may have their eyes appear somewhere weird. 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 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:
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.
True Full Respec 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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:
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. FlexSpec Respec Limitation Relaxer 1.5.5 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Doombringer |
| Level / Exp | 33 / 59% |
| Size | big |
| Lifes / Deaths | Killed by Grgglck the Devouring Darkness at level 21 on the 79th Haze 122nd year of Ascendancy at 18:37 0 / 8Killed by Xeriwyn the elven mage at level 25 on the 33rd Regrowth 123rd year of Ascendancy at 16:05 Killed by onilug at level 25 on the 33rd Regrowth 123rd year of Ascendancy at 22:56 Killed by elven blood mage at level 26 on the 35th Regrowth 123rd year of Ascendancy at 15:48 Killed by Aduth the gwelgoroth at level 28 on the 23rd Pyre 123rd year of Ascendancy at 13:05 Killed by Xeromira the banshee at level 28 on the 25th Pyre 123rd year of Ascendancy at 07:04 Killed by Celia at level 33 on the 8th Flare 123rd year of Ascendancy at 22:45 Killed by Celia at level 33 on the 8th Flare 123rd year of Ascendancy at 22:49 |
Primary Stats
| Strength | 89 (base 60) |
| Dexterity | 83 (base 60) |
| Constitution | 28 (base 12) |
| Magic | 21 (base 19) |
| Willpower | 11 (base 10) |
| Cunning | 22 (base 11) |
Resources
| Life | -112/1116 |
| Stamina | 168/244 |
| Vim | 224/236 |
| Healing Factor | 1.1456298990389 |
| Regeneration | 0.28640747475971 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
| See Stealth | 7 |
| See Invisible | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 171 |
| Accuracy | 67 |
| Crit Chance | 10% |
| APR | 19 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Cold | +9% |
| All | 0% |
Offense: Damage Penetration
| Physical | +35% |
| Arcane | +15% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 58.08934837382 (81.151787968034%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 19 |
| Physical Save | 33 |
| Spell Save | 36 |
| Mental Save | 31 |
Defense: Resistances
| Lightning | + 35%( 70%) |
| Acid | + 26%( 70%) |
| Light | + 24%( 70%) |
| Darkness | + 21%( 70%) |
| Cold | + 38%( 70%) |
| Physical | + 28%( 70%) |
| Fire | + 43%( 70%) |
| All | + 19%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Disarm Resistance | 70% |
| Knockback Resistance | 93% |
| Confusion Resistance | 22% |
| Stun Resistance | 100% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 24% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 297 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 126 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 656% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 89 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 2/5 |
| 4/5 |
| 5/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 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. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
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 Dexterity 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 lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the repented thief from death by Veludaba the wolf. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Strength 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 11. | 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: * You've found the needed sandworm tooth. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed chunk of ghoul flesh. 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. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed red crystal shard. 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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 |
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 | Zubotta (0 def, 9 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +15% physical Acc +10 (+2 eff.) ----- def ----- Armour +9 Fatigue +2% Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Max.stam +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Lisokira the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Melee Ret 10 mind ----- def ----- Resists +6% fire Mind.save +9 (+4 eff.) Max.HP +40.00 Blind- +24% Silence- +20% Confus- +12% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +6 See.Stealth +7 See.Invis +7 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. 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. 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 | iron helm 'Xerotira' (0 def, 9 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +9 Fatigue +5% Resists +9% fire +12% cold Spell.save +15 (+6 eff.) ---------- misc Psi/ret +0.08 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Snowwisp the steel torque of psionic shield [power 51] (30/25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +6% physical +9% cold Res.pen +15% arcane +5% physical Melee Ret 6 arcane ----- def ----- Resists +2% physical Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold aquamarine ring0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +3 Con dps ---------- Acc +10 (+2 eff.) Apr +9 ----- def ----- Armour +2 Defense +10 (+3 eff.) Resists +2% all Spell.save +15 (+6 eff.) ---------- misc Max.stam +15.00 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 104% 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! |
| On fingers | copper aquamarine ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +2 Resists +2% all Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | stralite greatmaul 'Ce'Nomira' (168% power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Power 169% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +16 acid On Hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Acc +17 (+4 eff.) ----- def ----- Resists +6% fire +6% light +3% cold Stun/Frz- +20% Massive two-handed mauls. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 119% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | fortifying stralite plate armour of the dragon (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +13 Fatigue +22% Resists +9% acid +9% physical +9% cold +8% lightning +9% fire Max.HP +57.00 Disarm- +30% Stun/Frz- +28% Knockbk- +23% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
| Cloak | Gunolachik the Brandvice (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +4 Dex dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +15% physical +5% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +2 (+0 eff.) Resists +3% darkness 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 gold amulet of cunning (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +12% lightning Stun/Frz- +26% Amulets make your neck look great! |
Inventory
healing infusion (heal 47; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 47 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 841%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 841% 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 Dexterity 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 |
movement infusion of the duelist (speed 757%; cd 11)0.1 infusion scroll [Ego] 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 757% 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 Dexterity 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 |
wild infusion of the sneak (res 22%; mental; dur 2; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 90; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 90 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the warrior (absorb 146; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 146 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. 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 |
Pussever the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +15% cold Res.pen +10% nature Melee Ret 6 cold On Hit (Melee): * 20% chance to slow global speed by 36% ----- def ----- Resists +3% mind Amulets make your neck look great! |
copper amulet 'Voruriathra'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Res.pen +5% mind ----- def ----- Resists +6% mind Heal.mod +10% Blind- +10% Amulets make your neck look great! |
insulating copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% fire +11% cold Amulets make your neck look great! |
starlit copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +11% light +11% darkness Blind- +20% Amulets make your neck look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 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. |
Goyanor the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Dex +5 Mag +10 Wil dps ---------- Dmg.mod +13% light Res.pen +20% temporal ----- def ----- Resists +26% light +9% temporal Rings make your fingers look great! |
Sparkmonster the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Mag dps ---------- Crit.mult +20.00% Dmg.mod +15% lightning +9% cold Phasing +30% ----- def ----- Max.HP +27.00 Disarm- +26% Pinning- +29% Knockbk- +27% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Vim/s.crit +2.00 Rings make your fingers look great! |
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 8.48 cold and 8.25 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
sneakthief's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+1 eff.) Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
Blazewell (123% power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 123% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +16 lightning On Crit.r2 +12 nature While equipped: Stats +5 Con dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +21% fire Res.pen +12% physical ----- def ----- Resists +27% fire Disarm- +24% Massive two-handed battleaxes. |
arcing dwarven-steel dagger of vileness (112% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 112% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 14 * 25% chance for lightning to strike from the target to a second target dealing 38 damage Sharp, short and deadly. |
truestriking dwarven-steel dagger of shearing (118% power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Master Power 118% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all +10% physical Acc +28 (+7 eff.) Apr +16 Sharp, short and deadly. |
Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Hailshear the steel greatmaul (134% power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Arcane Power 134% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 light +20 cold Against +14% Undead While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +10% light Melee Ret 6 cold ----- def ----- Resists +9% cold Massive two-handed mauls. |
Kylen the dwarven-steel greatmaul (154% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 154% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Dex +1 Wil dps ---------- Acc +27 (+7 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +9% cold Mind.save +6 (+3 eff.) Disarm- +35% ---------- misc Hate/m.crit +4.00 Massive two-handed mauls. |
balanced dwarven-steel greatmaul of evisceration (151% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Master Power 151% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+2 eff.) Acc +12 (+3 eff.) ----- def ----- Defense +12 (+4 eff.) Disarm- +46% Massive two-handed mauls. |
steel greatmaul of rage (138% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Master Power 139% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +9% physical Acc +10 (+2 eff.) Massive two-handed mauls. |
Eremiziladil the steel greatsword (125% power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Arcane Power 125% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Mag +7 Wil dps ---------- Spell.pwr +12 (+6 eff.) ----- def ----- Defense +20 (+6 eff.) Resists +9% nature +15% acid Silence- +20% Disarm- +20% Massive two-handed swords. |
blazebringer's stralite greatsword (161% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Nature Power 161% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +30 fire While equipped: dps ---------- All.spd +7% Res.pen +19% fire Massive two-handed swords. |
truestriking dwarven-steel mace of paradox (130% power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Arcane/Master Power 131% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 temporal While equipped: dps ---------- Res.pen +8% physical Acc +16 (+4 eff.) Apr +8 ----- def ----- Resists +5% temporal Blunt and deadly. |
Poltergeist's Eye of Summer (94% power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Fire Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+6 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
absorbing pulsing mindstar of storms (105% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Power 106% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +2 Cun +2 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+6 eff.) Melee+ 5 lightning Dmg.mod +9% lightning Res.pen +5% lightning ----- def ----- Resists +27% lightning +11% fire +16% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Psionic/Absorption 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. |
cruel yew starstaff of illumination (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Nature/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: dps ---------- Spell.crit +8% Crit.mult +12.00% Spell.pwr +9 (+4 eff.) Dmg.mod +20% physical ----- def ----- Defense +8 (+2 eff.) ---------- misc Light +2 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 67.14 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. |
infernal elven-wood magestaff (129% power, 5 apr, fire element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] 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 +4% Crit.mult +23.00% Spell.pwr +19 (+9 eff.) Melee+ 21 fire Dmg.mod +25% fire ---------- misc See.Invis +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood magestaff of wizardry (129% power, 5 apr, cold element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego++] 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: Stats +3 Mag +4 Wil dps ---------- Spell.crit +4% Crit.mult +24.00% Spell.pwr +20 (+10 eff.) Melee+ 15 fire Dmg.mod +25% cold ---------- misc Max.mana +38.00 See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
penetrating voratun steamgun of enduring4.0 T5 steamgun 1H weapon Reqs Shoot Steam Pool [Ego++] Arcane/Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +7 Con +9 Wil dps ---------- Res.pen +12% physical ----- def ----- Max.HP +38.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
runic stralite steamgun of piercing4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego++] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 10% Arcane Vortex 4 Uses 2.0 Steam While equipped: Stats +3 Mag dps ---------- Spell.pwr +9 (+4 eff.) Dmg.mod +9% arcane Res.pen +8% all Acc +5 (+1 eff.) Apr +11 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steady stralite steamgun of acid4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +5 acid Uses 2.0 Steam While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +12% acid Acc +8 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel waraxe 'Myntir' (103% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Psionic Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +1 Str +1 Con ----- def ----- Resists +9% cold +12% fire Spell.save +6 (+3 eff.) ---------- misc See.Invis +12 One-handed war axes. |
Arith the Woesting1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Res.pen +5% physical Apr +1 On Hit (Melee): * 10% chance to reduce damage dealt by 10% ----- def ----- Armour +2 Defense +20 (+6 eff.) Resists +6% darkness Max.HP +34.00 A belt that goes around your waist. |
insulating hardened leather belt of burglary1.0 T3 belt armor [Ego+] Master While equipped: Stats +3 Dex +5 Cun +7 Lck ----- def ----- Resists +7% fire +7% cold Stealth +5 ---------- misc T.Disarm +10 Infravis +3 A belt that goes around your waist. |
monstrous hardened leather belt of burglary1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +3 Dex +3 Cun +3 Con +8 Lck dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Phys.save +9 (+4 eff.) Stealth +7 ---------- misc T.Disarm +8 Infravis +3 Size +1 A belt that goes around your waist. |
rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Arthoneg the linen cloak (6 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Cun +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% arcane ----- def ----- Armour +6 Defense +6 (+2 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blindzephyr the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +3% darkness Melee Ret 2 light ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 ---------- misc Max.hate +2.00 Max.psi +10.00 Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chillbringer (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Dex +1 Wil +1 Cun +1 Con dps ---------- Dmg.mod +3% cold Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) Crit.chn- 15.00% ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Noontouch the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Mind.pwr +15 (+9 eff.) Dmg.mod +6% mind ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Polilrada the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Mag +4 Con ----- def ----- Defense +1 (+0 eff.) Resists +6% fire Disease- +10% ---------- 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. |
wyrmwaxed elven-silk cloak of the voidstalker (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Arcane/Nature While equipped: ----- def ----- Defense +3 (+1 eff.) Resists +8% acid +17% temporal +17% darkness +7% fire +6% cold +7% lightning Def/telep +17 Res/telep +13% Dur/telep +17% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xerinor the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +2 Mag +1 Wil +4 Con dps ---------- Crit.mult +5.00% Dmg.mod +7% nature +21% arcane ----- def ----- Resists +9% all Poison- +25% Disease- +24% ---------- misc Max.mana +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: ----- def ----- Resists +9% lightning +9% darkness +9% light +7% blight +8% fire +9% cold +13% all Phys.save +15 (+7 eff.) Spell.save +26 (+10 eff.) Mind.save +12 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing silk robe of light (+33%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane/Psionic While equipped: Stats +6 Mag +4 Wil dps ---------- Dmg.mod +22% light ----- def ----- Resists +33% light +13% all ---------- misc Mana/turn +0.18 Psi/turn +0.21 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +4 Str +6 Mag +5 Wil dps ---------- Dmg.mod +6% lightning +10% physical +14% cold ----- def ----- Resists +7% lightning +7% cold +10% blight +11% all Max.HP +55.00 HP.reg +2.30 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's linen robe of darkness (+18%) (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Crit.mult +11.00% Dmg.mod +12% darkness ----- def ----- Resists +18% darkness +7% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Beodor (10 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +15% physical Acc +10 (+2 eff.) Melee Ret 6 physical ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue -7% Phys.save +14 (+7 eff.) ---------- misc Max.enc +32 See.Invis +18 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil ----- def ----- Armour +4 Fatigue +3% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of hardened leather boots of strife (0 def, 3 armour)2.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +4 Wil +3 Cun +7 Con dps ---------- Mind.pwr +5 (+4 eff.) Res.pen +7% physical ----- def ----- Armour +3 Phys.save +13 (+6 eff.) Mind.save +14 (+7 eff.) 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 27 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+3 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 129% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Prismmarrow (0 def, 11 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Wil dps ---------- Melee+ 12 physical Dmg.mod +6% light +9% physical Melee Ret 6 light ----- def ----- Armour +11 Fatigue +5% HP.reg +4.00 Silence- +20% ---------- misc Max.hate +4.00 Unarmed combat: Power 139% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit.r1 +13 physical On Crit.r2 +14 physical On Hit: 10% Sand Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 8 nature Dmg.mod +4% nature Acc +15 (+4 eff.) ----- def ----- Armour +2 Resists +6% nature Unarmed combat: Power 115% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +9.0% Atk.spd 100% On Crit.r2 +6 nature On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training Cun 25 [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+4 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Samolar the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Crit.mult +15.00% Dmg.mod +12% lightning ----- def ----- Defense +1 (+0 eff.) Resists +18% lightning Crit.chn- 15.00% Blind- +20% ---------- misc Stam/turn +1.00 Max.stam +20.00 A pointy cloth hat, very wizardly... |
augmenting cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +5% acid +5% lightning +6% cold +8% arcane +6% fire ----- def ----- Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
prismatic dwarven-steel helm of strength (+4) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% Resists +16% light +12% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Wil ----- def ----- Defense +1 (+0 eff.) Phys.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
rejuvenating stralite mail armour of lightning resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +23% lightning HP.reg +2.90 ---------- misc Stam/turn +1.30 A suit of armour made of mail. |
enlightening reinforced leather armour of thunder (12 def, 7 armour)9.0 T4 light armor [Ego++] Arcane/Psionic While equipped: Stats +5 Str +8 Mag +12 Wil +5 Cun dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +8% Phys.pwr +14 (+3 eff.) Spell.pwr +10 (+5 eff.) Mind.pwr +14 (+9 eff.) ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +10% lightning Mind.save +14 (+7 eff.) A suit of armour made of leather. |
radiant hardened leather armour of the deep (9 def, 9 armour)9.0 T3 light armor [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +9 Defense +9 (+3 eff.) Fatigue +8% Resists +13% blight +7% cold +10% darkness +7% acid ---------- misc Light +1 Breathe water A suit of armour made of leather. |
rejuvenating hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +18% lightning HP.reg +4.60 ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
troll-hide hardened leather armour of stability (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +7% physical Phys.save +14 (+7 eff.) Max.HP +35.00 HP.reg +4.50 Heal.mod +13% A suit of armour made of leather. |
Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+3 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+7 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
6 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. |
347 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. |
3 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. |
12 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. |
14 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. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mayera the Shadowwolf (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str +3 Dex +2 Cun +1 Con dps ---------- Acc +4 (+1 eff.) Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce all saves and defense by 11 ---------- misc Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Silasevena' (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +6% nature Res.pen +5% physical ----- def ----- Resists +17% nature +3% mind Spell.save +6 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
4 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. |
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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Burnpiercer2.0 T1 lite [Rare] Nature While equipped: Stats +1 Con dps ---------- Mind.crit +5% Res.pen +5% mind +5% fire ----- def ----- Crit.chn- 10.00% Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Lisybeth the Tundramistress2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold ----- def ----- Resists +3% acid +3% temporal +3% darkness +15% cold Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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.(52 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp of corpselight1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) ----- def ----- Resists +7% blight +9% 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 30 cooldown Level 2.0 Pwr.cost 30 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 21 blight damage or heals 32 life. Creatures standing in the retch also have 17% 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. |
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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
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. |
barbed pouch of stralite shots (11/17, 164% power, 5 apr)3.0 T4 shot ammo [Ego+] Master Power 164% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +13.5% Capacity 17 On Crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
self-loading pouch of stralite shots of accuracy (19/20, 152% power, 5 apr)3.0 T4 shot ammo [Ego] Arcane/Master Power 152% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +12 Apr +5 Crit +5.5% Capacity 20 Rld cld 3 Shots are used with slings to pummel your foes to death. |
soothing elm totem of summon tentacle [power 95] (30/25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 95 Armor: 4 All Resist: 2 Puts all charms on 25 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
15 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. |
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. |
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. |
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. |
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. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By John Doombringer the Ogre Doombringer level 32
59th Pyre 123rd year of Ascendancy at 18:03 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By John Doombringer the Ogre Doombringer level 32
41st Pyre 123rd year of Ascendancy at 21:26 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By John Doombringer the Ogre Doombringer level 28
23rd Pyre 123rd year of Ascendancy at 17:15 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By John Doombringer the Ogre Doombringer level 16
55th Haze 122nd year of Ascendancy at 16:26 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By John Doombringer the Ogre Doombringer level 13
20th Haze 122nd year of Ascendancy at 19:44 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By John Doombringer the Ogre Doombringer level 18
60th Haze 122nd year of Ascendancy at 14:33 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By John Doombringer the Ogre Doombringer level 26
40th Regrowth 123rd year of Ascendancy at 07:08 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By John Doombringer the Ogre Doombringer level 6
79th Pyre 122nd year of Ascendancy at 02:41 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 John Doombringer the Ogre Doombringer level 33
75th Pyre 123rd year of Ascendancy at 17:12 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By John Doombringer the Ogre Doombringer level 10
68th Dusk 122nd year of Ascendancy at 22:37 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By John Doombringer the Ogre Doombringer level 20
68th Haze 122nd year of Ascendancy at 14:02 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By John Doombringer the Ogre Doombringer level 30
32nd Pyre 123rd year of Ascendancy at 12:32 see stats
Once bitten, twice shy (Nightmare (Adventure) difficulty)
Escaped the Anteroom of Agony.By John Doombringer the Ogre Doombringer level 25
31st Regrowth 123rd year of Ascendancy at 01:01 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By John Doombringer the Ogre Doombringer level 28
1st Time of Balance 123rd year of Ascendancy at 07:06 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By John Doombringer the Ogre Doombringer level 26
37th Regrowth 123rd year of Ascendancy at 21:06 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By John Doombringer the Ogre Doombringer level 31
39th Pyre 123rd year of Ascendancy at 12:37 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By John Doombringer the Ogre Doombringer level 24
29th Regrowth 123rd year of Ascendancy at 00:17 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By John Doombringer the Ogre Doombringer level 33
75th Pyre 123rd year of Ascendancy at 18:50 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By John Doombringer the Ogre Doombringer level 9
7th Mirth 122nd year of Ascendancy at 15:20 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By John Doombringer the Ogre Doombringer level 16
45th Haze 122nd year of Ascendancy at 23:55 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By John Doombringer the Ogre Doombringer level 28
55th Regrowth 123rd year of Ascendancy at 17:09 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By John Doombringer the Ogre Doombringer level 17
56th Haze 122nd year of Ascendancy at 23:16 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By John Doombringer the Ogre Doombringer level 33
8th Flare 123rd year of Ascendancy at 22:45 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By John Doombringer the Ogre Doombringer level 31
40th Pyre 123rd year of Ascendancy at 18:29 see stats
Log
Ghast receives 10 healing from Ghoulking's purging blight area effect.
Armoured skeleton warrior receives 16 healing from Ghoulking's purging blight area effect.
Ghast receives 10 healing from Ghoulking's purging blight area effect.
Ghoul receives 21 healing from Ghoulking's purging blight area effect.
Ghoulking slows down.
Burning from John Doombringer hits Ghast for 6 fire damage.
John Doombringer uses Infusion: Healing.
John Doombringer receives 102 healing from Infusion: Healing.
John Doombringer casts Wraithform.
John Doombringer turns into a wraith.
John Doombringer misses Something.
Armoured skeleton warrior is on fire!
Ghoul is on fire!
Ghast is on fire!
Ghoul is on fire!
Burning from John Doombringer hits Ghoul for 4 fire damage.
John Doombringer hits Ghast for 22 mind, 11 acid, 0 arcane, 3 fire, 11 fire (46 total damage).
John Doombringer hits Something for 163 physical, 7 acid, 11 arcane, 2 fire, 8 fire (191 total damage).
John Doombringer hits Ghoul for 11 fire damage.
John Doombringer hits Ghoul for 13 fire damage.
John Doombringer hits Ghast for 17 mind, 11 acid, 0 arcane, 3 fire (31 total damage).
John Doombringer hits Armoured skeleton warrior for (21 absorbed), 0 mind, (15 absorbed), 0 acid, 0 arcane, (4 absorbed), 0 fire, (17 absorbed), 0 fire (0 total damage).
John Doombringer loses sight!
Something hits John Doombringer for 39 cold, 0 physical (39 total damage).
Spikes of Decrepitude hits John Doombringer for 28 cold, 26 darkness (55 total damage).
Something hits John Doombringer for 131 darkness damage.
Something hits John Doombringer for 32 cold damage.
Something hits John Doombringer for 217 darkness damage.
John Doombringer the level 33 ogre doombringer was shadowed to death by Celia on level 2 of Last Hope Graveyard.













































































































































