










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:
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:
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 | Higher |
| Class | Doombringer |
| Level / Exp | 30 / 12% |
| Size | medium |
| Lifes / Deaths | Killed by Mayawe the giant fire ant at level 19 on the 50th Dusk 122nd year of Ascendancy at 12:57 0 / 8Killed by Gerva the quasit at level 22 on the 59th Dusk 122nd year of Ascendancy at 17:05 Killed by Adydath the broken golem at level 23 on the 14th Haze 122nd year of Ascendancy at 16:57 Killed by snow giant boulder thrower at level 26 on the 18th Haze 122nd year of Ascendancy at 23:08 Killed by Enteg the krog at level 28 on the 14th Regrowth 123rd year of Ascendancy at 12:59 Killed by Urkis, the High Tempest at level 28 on the 26th Regrowth 123rd year of Ascendancy at 18:12 Killed by Walrog at level 30 on the 45th Regrowth 123rd year of Ascendancy at 08:30 Killed by electric eel at level 30 on the 45th Regrowth 123rd year of Ascendancy at 08:37 |
Primary Stats
| Strength | 64 (base 53) |
| Dexterity | 53 (base 47) |
| Constitution | 23 (base 23) |
| Magic | 25 (base 15) |
| Willpower | 39 (base 10) |
| Cunning | 28 (base 11) |
Resources
| Life | -155/781 |
| Stamina | 196/260 |
| Vim | 160/224 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 2.4972799976597 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 14 |
| Lite | 8 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 119 |
| Accuracy | 56 |
| Crit Chance | 22% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +5% |
| Acid | +10% |
| Lightning | +25% |
| Darkness | +9% |
| Cold | +25% |
| Arcane | +28% |
| Fire | +25% |
| All | 0% |
Offense: Damage Penetration
| Acid | +15% |
| Physical | +15% |
| Lightning | +25% |
| Cold | +30% |
| Arcane | +25% |
| Fire | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 55.723073231957 (96.438666929426%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 38 |
| Physical Save | 37 |
| Spell Save | 27 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 30%( 80%) |
| Blight | + 18%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 11%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 26%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 22%( 70%) |
| Physical | + 26%( 75%) |
| Darkness | + 18%( 70%) |
| Fire | + 51%( 70%) |
| Mind | + 18%( 70%) |
Defense: Immunities
| Disarm Resistance | 24% |
| Bleed Resistance | 10% |
| Confusion Resistance | 10% |
| Stun Resistance | 25% |
| Knockback Resistance | 27% |
| Instadeath Resistance | 100% |
| Blind Resistance | 45% |
Inscriptions (4/4)
| 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 643% 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -462 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 924 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 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 |
| 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 / Brutality | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 failed to protect the lone alchemist from death by Yvymiriath the fire drake hatchling. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the worried loremaster from death by Harkor'Zun. Escort: worried loremaster (level 2 of Daikara) | failed |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | 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 | Blazeblast the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun +4 Dex dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +7% temporal +21% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Fogbane the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Mind.pwr +5 (+3 eff.) Dmg.mod +6% darkness Acc +10 (+3 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Die.at -20.00 life ---------- misc Psi/ret +0.08 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. |
| On head | Helm of Knowledge (0 def, 12 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +15% mind +10% arcane +15% light HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
| Tool | Tidebright the elm totem of healing [power 122] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +5% cold ----- def ----- Resists +21% fire +6% light +3% temporal Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | 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: 69.44 You won the Ring of Blood trial, and this is your reward. |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| Around waist | Naregolach1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Spell.crit +3% Crit.mult +10.00% Dmg.mod +3% arcane ----- def ----- Resists +6% lightning +6% temporal ---------- misc Mana/turn +0.04 A belt that goes around your waist. |
| In main hand | dwarven-steel greatmaul 'Gilyrohor' (151% power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Power 152% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +16 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Dex dps ---------- Phys.crit +10.0% Phys.pwr +12 (+4 eff.) Acc +20 (+5 eff.) ----- def ----- Armour +4 Defense +5 (+2 eff.) Massive two-handed mauls. |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 132% Range: 1.4x Uses 60% Str, 30% Cun, 30% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 83% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| Main armor | dwarven-steel plate armour 'Urthirion' (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +11 Fatigue +22% Resists +7% acid +13% physical +15% darkness +3% temporal +15% blight +7% fire +9% lightning +7% cold Phys.save +14 (+6 eff.) Spell.save +12 (+6 eff.) Cut- +10% Disarm- +24% Stun/Frz- +25% Knockbk- +27% ---------- misc Light +2 Cooldown Rush -5 A suit of armour made of metal plates. |
| Cloak | Ce'Nikira (27 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Wil +2 Mag dps ---------- Crit.mult +20.00% Apr +3 ----- def ----- Defense +27 (+9 eff.) Crit.chn- 15.00% Phys.save +11 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Durudir'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +1 Mag +6 Wil dps ---------- Crit.mult +20.00% ----- def ----- Crit.chn- 5.00% ---------- misc Hate/m.crit +4.00 Max.hate +4.00 Amulets make your neck look great! |
Inventory
wild infusion of the duelist (res 27%; physical; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
Prismatic Rune (6 turns; blight, physical, mind, darkness)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 blight, 4 physical, 3 mind, 3 darkness 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 (306.00 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 306.00 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. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Greenking0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +10 Str +1 Con dps ---------- Acc +10 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Armour +6 Resists +1% physical Amulets make your neck look great! |
Shocklady0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning On Hit (Melee): * 10% chance to slow global speed by 47% ----- def ----- Resists +10% fire +9% light +12% cold Spell.save +6 (+3 eff.) Amulets make your neck look great! |
Xeseda the Gleambreak0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +7 Str +6 Dex +10 Wil dps ---------- Dmg.mod +12% light Res.pen +15% light +15% acid Melee Ret 10 light ---------- misc Equi/ret +0.16 Hate/m.crit +5.00 Light +3 Amulets make your neck look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
copper spinel ring0.1 T1 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +11% acid +11% fire +11% lightning +10% cold Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Rings make your fingers look great! |
Glorydheth (133% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 134% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +20 blight While equipped: Stats +2 Dex +3 Cun dps ---------- Crit.mult +10.00% Dmg.mod +15% arcane +9% blight ---------- misc Mana/s.crit +2.00 Light +3 Sharp, short and deadly. |
Issigar the Flashhue (152% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 152% 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% Melee+ +8 lightning +8 fire +12 arcane On Hit.r1 +16 fire While equipped: dps ---------- Dmg.mod +15% lightning +30% fire Melee Ret 4 lightning ----- def ----- Resists +5% arcane Massive two-handed mauls. |
Unrurohek the steel greatmaul (131% power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Arcane Power 131% 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% On Hit.r1 +16 arcane On Crit.r2 +16 blight On Hit: * Create an explosion dealing 43 lightning damage (1/turn) While equipped: dps ---------- Spell.pwr +5 (+2 eff.) S.pwr/crit +2 Dmg.mod +7% lightning Res.pen +9% lightning ----- def ----- Resists +6% blight Massive two-handed mauls. |
dwarven-steel greatmaul 'Eclipsequake' (153% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 153% 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% Melee+ +4 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 43 damage While equipped: dps ---------- Dmg.mod +6% nature Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +6% nature +6% darkness Massive two-handed mauls. |
Armarek1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Phys.crit +3.0% Spell.crit +4% Dmg.mod +9% physical ----- def ----- Phys.save +3 (+2 eff.) ---------- misc Equi/ret +0.20 Max.hate +4.00 A belt that goes around your waist. |
Cleanserip1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +3% nature +9% temporal Melee Ret 8 cold ----- def ----- Mind.save +6 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
Elurikira the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Str +9 Dex +3 Mag +8 Cun +6 Lck dps ---------- Melee Ret 2 acid On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Stealth +7 ---------- misc T.Disarm +9 Infravis +3 A belt that goes around your 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. |
Carrionwreath the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Dex +1 Mag +2 Wil dps ---------- Phys.crit +3.0% Acc +5 (+1 eff.) Apr +1 Melee Ret 6 nature ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xeryselle the Plaguegrind (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +3% nature Melee Ret 8 nature On Hit (Melee): * 10% chance to reduce armor by 25% ----- def ----- Defense +1 (+1 eff.) Resists +3% nature Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arille (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +8 Wil dps ---------- Mind.crit +5% Spell.pwr +17 (+8 eff.) Mind.pwr +5 (+3 eff.) Dmg.mod +12% arcane +20% all ----- def ----- Resists +15% all Mind.save +29 (+15 eff.) ---------- misc Mana/turn +0.60 Psi/turn +0.36 Equi/ret +0.04 Max.hate +2.00 Max.psi +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Armydar the pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Mag +7 Wil +7 Cun +9 Con dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) Dmg.mod +9% mind Res.pen +10% blight +8% physical ----- def ----- Armour +5 Fatigue +4% Phys.save +16 (+6 eff.) Mind.save +36 (+17 eff.) Blink to a nearby random location (rad 12) 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. |
Strikevice the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +5% lightning +5% cold +20% acid ----- def ----- Armour +3 Fatigue +2% Resists +7% lightning +6% temporal +9% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Vorurivea the Rimenaught (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Con dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +19 (+9 eff.) S.pwr/crit +4 Res.pen +5% cold +10% physical ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Cuthiregosin' (10 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil dps ---------- Crit.mult +15.00% ----- def ----- Armour +4 Defense +10 (+4 eff.) Fatigue -3% Resists +6% blight Phys.save +8 (+4 eff.) Mind.save +15 (+8 eff.) ---------- misc Max.enc +32 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Shimmersmasher' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +15% lightning ----- def ----- Armour +3 Fatigue +2% Resists +3% darkness +6% fire +9% nature +5% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Purepeal' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 nature ----- def ----- Armour +1 Resists +9% fire +6% light +3% temporal HP.reg +1.00 Heal.mod +10% A pair of boots made of leather. |
Brightraider the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 7 acid Dmg.mod +7% acid Res.pen +5% mind Melee Ret 2 mind 2 light ----- def ----- Armour +2 Fatigue +3% Resists +5% acid +6% mind HP.reg +6.00 ---------- misc Stam/turn +1.30 Max.stam +31.00 Unarmed combat: Power 119% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +8 acid On Hit: 20% Nightmare 3 On Hit: 10% Corrosive Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 89% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 49.76 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Koroneg the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Str +2 Dex dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +3% physical Acc +5 (+1 eff.) Apr +3 ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+5 eff.) Mind.save +6 (+3 eff.) Disarm- +20% Unarmed combat: Power 99% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Perfect Control 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Blazestone the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind +18% fire Res.pen +5% darkness ----- def ----- Armour +3 Fatigue +3% Resists +3% fire +7% nature +3% mind Spell.save +3 (+1 eff.) Max.HP +48.00 Heal.mod +12% A cap made of leather. |
Brodezilandil the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +7 Str ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +8% temporal Phys.save +9 (+4 eff.) Spell.save +6 (+3 eff.) Heal.mod +10% Teleport- +20% A cap made of leather. |
Crown of Burning Pain (11 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +30% fire ----- def ----- Defense +11 (+4 eff.) Fatigue +4% Resists +30% fire Meteor Rain: Level 2.0 Pwr.cost 30 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 43.92 fire and 36.89 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Delunaridar the rough leather cap (0 def, 3 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +1% Resists +3% acid +6% cold +3% light Mind.save +6 (+3 eff.) Max.HP +40.00 ---------- misc Max.stam +10.00 Breathe water A cap made of leather. |
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 (+3 eff.) Spell.pwr +10 (+5 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. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+5 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Samilerath (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Str +6 Dex +6 Wil dps ---------- Spell.pwr +20 (+10 eff.) S.pwr/crit +8 Melee Ret 8 blight ----- def ----- Armour +4 Fatigue +4% Crit.chn- 10.00% Spell.save +6 (+3 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 242.8 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tidesage (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +13% lightning +7% temporal +3% fire A cap made of leather. |
iron helm 'Cracklespawner' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +2 Dex +3 Cun dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +3% light ---------- misc Light +2 See.Invis +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's dwarven-steel helm of dexterity (+4) (0 def, 8 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +4 Dex ----- def ----- Armour +8 Fatigue +4% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing hardened leather cap of constitution (+3) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +3% Phys.save +13 (+5 eff.) A cap made of leather. |
Adibrethra (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +19% lightning Poison- +20% A suit of armour made of mail. |
Ragiraroddaldir the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Arcane While equipped: dps ---------- Mind.crit +4% Res.pen +5% acid ----- def ----- Armour +11 Fatigue +22% Resists +15% acid +15% light +10% darkness Mind.save +12 (+6 eff.) ---------- misc Equi/ret +0.08 A suit of armour made of metal plates. |
8 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. |
101 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. |
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. |
6 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. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 216 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 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. |
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. |
elm totem of summon tentacle 'Ivotira' [power 105] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Defense +10 (+4 eff.) Resists +5% arcane +1% physical Phys.save +3 (+2 eff.) Pinning- +20% 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: 238 Base Damage: 106 Armor: 1 All Resist: 0 Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
4 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 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. |
6 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. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By DOOOOMSLAYER the Higher Doombringer level 12
2nd Flare 122nd year of Ascendancy at 16:37 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By DOOOOMSLAYER the Higher Doombringer level 23
13rd Haze 122nd year of Ascendancy at 21:25 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By DOOOOMSLAYER the Higher Doombringer level 21
56th Dusk 122nd year of Ascendancy at 03:14 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By DOOOOMSLAYER the Higher Doombringer level 29
29th Regrowth 123rd year of Ascendancy at 10:38 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By DOOOOMSLAYER the Higher Doombringer level 6
76th Pyre 122nd year of Ascendancy at 20:44 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By DOOOOMSLAYER the Higher Doombringer level 10
3rd Mirth 122nd year of Ascendancy at 06:40 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By DOOOOMSLAYER the Higher Doombringer level 20
54th Dusk 122nd year of Ascendancy at 13:26 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By DOOOOMSLAYER the Higher Doombringer level 30
38th Regrowth 123rd year of Ascendancy at 07:31 see stats
Once bitten, twice shy (Nightmare (Adventure) difficulty)
Escaped the Anteroom of Agony.By DOOOOMSLAYER the Higher Doombringer level 22
60th Dusk 122nd year of Ascendancy at 15:25 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By DOOOOMSLAYER the Higher Doombringer level 26
34th Haze 122nd year of Ascendancy at 21:52 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By DOOOOMSLAYER the Higher Doombringer level 19
52nd Dusk 122nd year of Ascendancy at 10:01 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By DOOOOMSLAYER the Higher Doombringer level 29
33rd Regrowth 123rd year of Ascendancy at 19:39 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By DOOOOMSLAYER the Higher Doombringer level 8
1st Mirth 122nd year of Ascendancy at 09:31 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By DOOOOMSLAYER the Higher Doombringer level 14
17th Dusk 122nd year of Ascendancy at 01:41 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By DOOOOMSLAYER the Higher Doombringer level 28
20th Regrowth 123rd year of Ascendancy at 02:14 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By DOOOOMSLAYER the Higher Doombringer level 28
19th Regrowth 123rd year of Ascendancy at 02:14 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By DOOOOMSLAYER the Higher Doombringer level 18
46th Dusk 122nd year of Ascendancy at 14:25 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By DOOOOMSLAYER the Higher Doombringer level 30
45th Regrowth 123rd year of Ascendancy at 08:30 see stats
You were not supposed to see that! (Nightmare (Adventure) difficulty)
Read a Forbidden Tome.By DOOOOMSLAYER the Higher Doombringer level 23
14th Haze 122nd year of Ascendancy at 09:17 see stats
Log
DOOOOMSLAYER casts Draining Assault.
DOOOOMSLAYER casts Earthen Missiles.
DOOOOMSLAYER's spell attains critical power!
Walrog is pinned to the ground.
DOOOOMSLAYER performs a melee critical strike against Walrog!
DOOOOMSLAYER steals life from Walrog!
Walrog HEALS from cold damage!
Walrog hits DOOOOMSLAYER for 3 healing, 4 healing, 4 healing, 7 healing, 1 healing, 2 healing, 2 healing, 3 healing, 1 healing, 4 healing, 6 healing, 6 healing, 10 healing (0 total damage) [53 healing].
Skeleton warrior hits DOOOOMSLAYER for 164 physical damage.
DOOOOMSLAYER hits Walrog for 13 fire, 20 cold, 6 healing, 21 lightning, 34 arcane, 5 fire, 8 cold, 2 healing, 8 lightning, 14 arcane, 1 fire, 2 cold, 2 lightning, 3 arcane, 0 fire, 0 cold, 0 lightning, 1 arcane, 2 fire, 3 cold, 3 lightning, 5 arcane, 2 fire, 2 cold, 3 lightning, 4 arcane, 0 fire, 1 cold, 1 lightning, 1 arcane, 18 fire, 28 cold, 8 healing, 29 lightning, 47 arcane, 2 fire, 2 cold, 3 lightning, 4 arcane, 0 fire, 1 cold, 1 lightning, 1 arcane (295 total damage) [16 healing].
DOOOOMSLAYER receives 1 healing from Bloodcaller.
Walrog regains their energy.
Walrog casts Rigor Mortis.
DOOOOMSLAYER feels death coming!
Walrog starts to bleed.
Walrog HEALS from cold damage!
Burning from DOOOOMSLAYER hits Walrog for 1 fire, 2 cold, 2 lightning, 3 arcane (7 total damage).
DOOOOMSLAYER's Earthen Missiles hits Walrog for 8 fire, 12 cold, 3 healing, 12 lightning, 20 arcane, 1 fire, 2 cold, 2 lightning, 3 arcane (61 total damage) [3 healing].
Deep Wound from DOOOOMSLAYER hits Walrog for 5 fire, 7 cold, 2 healing, 8 lightning, 12 arcane (32 total damage) [2 healing].
DOOOOMSLAYER's Earthen Missiles hits Walrog for 4 fire, 6 cold, 2 healing, 6 lightning, 9 arcane, 1 fire, 1 cold, 1 lightning, 2 arcane (28 total damage) [2 healing].
Walrog hits DOOOOMSLAYER for 154 cold, 95 darkness (249 total damage).
Talent Infusion: Wild is ready to use.
Skeleton warrior uses Stunning Blow.
DOOOOMSLAYER resists the stunning blow!
Skeleton warrior hits DOOOOMSLAYER for 191 physical damage.
Electric eel casts Lightning.
Electric eel hits DOOOOMSLAYER for 146 lightning damage.
Electric eel hits Skeleton warrior for 164 lightning damage.
DOOOOMSLAYER the level 30 higher doombringer was amped to death by an electric eel on level 2 of Lake of Nur.































































































































