










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Possessor Bonus Class 1.5.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.5.5This 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 Steamtech UI 1.1.4 Ashes of Urh'Rok 1.5.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Improved Auto-explore and Rest 1.5.5Quality 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 | Insane Adventure |
Sex | Male |
Race | Doomelf |
Class | Doombringer |
Level / Exp | 50 / 292% |
Size | medium |
Lifes / Deaths | Killed by Silodawyn the large brown snake at level 13 on the 61st Dusk 122nd year of Ascendancy at 00:12 0 / 10Killed by Silodawyn the large brown snake at level 13 on the 61st Dusk 122nd year of Ascendancy at 02:24 Killed by Silodawyn the large brown snake at level 15 on the 66th Dusk 122nd year of Ascendancy at 14:12 Killed by Baksmar the champion of Urh'Rok at level 24 on the 71st Haze 122nd year of Ascendancy at 22:08 Killed by Baksmar the champion of Urh'Rok at level 24 on the 72nd Haze 122nd year of Ascendancy at 01:30 Killed by venom drake hatchling at level 32 on the 72nd Regrowth 123rd year of Ascendancy at 19:57 Killed by Argoniel at level 50 on the 76th Regrowth 124th year of Ascendancy at 04:42 Killed by Erek at level 50 on the 76th Regrowth 124th year of Ascendancy at 06:15 Killed by Elandar at level 50 on the 76th Regrowth 124th year of Ascendancy at 06:30 Killed by Elandar at level 50 on the 76th Regrowth 124th year of Ascendancy at 06:37 |
Primary Stats
Strength | 83 (base 61) |
Dexterity | 58 (base 30) |
Constitution | 40 (base 30) |
Magic | 84 (base 61) |
Willpower | 49 (base 13) |
Cunning | 99 (base 60) |
Resources
Life | -500/1548 |
Stamina | 306/344 |
Vim | 191/301 |
Healing Factor | 2.1542857142855 |
Regeneration | 50.509711303812 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +18% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 244 |
Accuracy | 87 |
Crit Chance | 70% |
APR | 50 |
Speed | 1.00 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 58% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 53% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +18% |
Physical | +52% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Nature | +20% |
Arcane | +10% |
Physical | +45% |
Fire | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 77.446146463914 (93.924050632911%) |
Defense | 63 |
Ranged Defense | 66 |
Fatigue | 35 |
Physical Save | 57 |
Spell Save | 64 |
Mental Save | 69 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 66%( 70%) |
Darkness | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Lightning | + 70%( 70%) |
Physical | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 16% |
Blind Resistance | 65% |
Silence Resistance | 100% |
Bleed Resistance | 5% |
Disarm Resistance | 49% |
Instadeath Resistance | 100% |
Pinning Resistance | 19% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 14% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
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 686 damage for 3 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 754 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 874% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 13 turns. While Heroism is active, you will only die when reaching -1092 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Fearfire | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Brutality | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Horrifying Blows |
talent | Abyssal Shield |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target is attuned to the wild, increasing all damage affinity by 14%. Primal Attunement |
beneficial effect | The target is out of phase with reality, increasing defense by 40, resist all by 38%, and reducing the duration of detrimental timed effects by 40%. Out of Phase |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
detrimental effect | Your body is cauterizing, burning for 12.43 damage each turn. Cauterize |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | 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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | 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 Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You abandoned lost anorithil to death. Escort: lost anorithil (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by barrow wight. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by barrow wight. Escort: temporal explorer (level 6 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by venom drake. Escort: worried loremaster (level 3 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1445. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | ![]() 3.0 T5 feet armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Apr +2 Melee Ret 4 physical ----- def ----- Armour +13 Defense +10 (+3 eff.) Rng.Def +10 (+2 eff.) Fatigue +4% Phys.save +15 (+5 eff.) Spell.save +18 (+5 eff.) Mind.save +11 (+2 eff.) Die.at -40.00 life HP.reg +6.10 Heal.mod +30% Silence- +91% Confus- +96% Stun/Frz- +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Res.pen +10% arcane ----- def ----- Resists +7% cold +9% light +8% temporal Crit.dmg- 15.00% Mind.save +9 (+2 eff.) Blind- +25% Confus- +20% Stun/Frz- +15% Def/telep +15 Res/telep +13% Dur/telep +15% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +9 Wil dps ---------- Dmg.mod +9% temporal Res.pen +26% physical Melee Ret 10 physical ----- def ----- Armour +9 Fatigue +5% Resists +13% blight +3% physical +19% light +18% darkness Phys.save +20 (+6 eff.) Mind.save +14 (+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 768.1 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 153 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Cun +9 Dex dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +9 (+2 eff.) Mind.pwr +9 (+3 eff.) Mov.spd +18% Acc +20 (+4 eff.) ----- def ----- Defense +9 (+2 eff.) Resists +6% darkness +3% acid Phys.save +6 (+2 eff.) Spell.save +12 (+3 eff.) Stun/Frz- +10% Blinding Speed: Puts all charms on 40 cooldown Level 2.2 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 24% for 5 turns. Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +9% nature +13% blight Max.HP +95.00 HP.reg +1.20 Heal.mod +25% Poison- +16% Disease- +30% Rings can have magical properties. |
Around waist | ![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Wil +5 Con ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+3 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In main hand | ![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Nature/Master Power 65.0 - 104.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +28 temporal On Hit.r1 +12 physical While equipped: Stats +10 Str +2 Cun +1 Con dps ---------- Crit.mult +3.00% Dmg.mod +52% physical Res.pen +20% nature +19% physical Acc +21 (+5 eff.) Apr +21 Melee Ret 27 temporal ----- def ----- Resists +13% all +28% temporal Die.at -80.00 life ---------- misc Stam/ret +4.00 Massive two-handed swords. |
On hands | ![]() 1.5 T5 hands armor [Random Unique] Master/Psionic While equipped: Stats +9 Cun +8 Dex dps ---------- Phys.crit +20.0% Spell.crit +14% Mind.crit +16% Crit.mult +15.00% Acc +18 (+4 eff.) Apr +14 Melee Ret 12 arcane ----- def ----- Armour +3 Resists +6% blight +3% cold +6% light +3% darkness Phys.save +8 (+3 eff.) Spell.save +30 (+8 eff.) Mind.save +10 (+2 eff.) Disease- +5% Disarm- +49% Confus- +15% Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T5 massive armor [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Cun +9 Wil dps ---------- Dmg.mod +9% temporal Melee Ret 4 fire ----- def ----- Armour +16 Defense +9 (+2 eff.) Fatigue +26% Resists +30% acid +2% physical +6% light +3% darkness Mind.save +25 (+6 eff.) Max.HP +184.00 HP.reg +7.00 Heal.mod +39% Cut- +5% Confus- +15% Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +10 Mag +11 Wil +6 Cun dps ---------- Spell.crit +7% Dmg.mod +12% fire Res.pen +5% fire Acc +9 (+2 eff.) Apr +9 Melee Ret 4 temporal 4 fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +3 (+1 eff.) Resists +9% temporal Spell.save +11 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +68.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +34 Lck dps ---------- Acc +40 (+8 eff.) On Hit (Melee): * Slows global speed by 31% ----- def ----- Defense +33 (+8 eff.) Resists +9% acid +5% arcane +25% light +18% darkness Unseen.red 38% Blind- +40% Silence- +10% Pinning- +20% Stun/Frz- +10% Amulets can have magical properties. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 633 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 3 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 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 753% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 842% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 50%, your defense is increased by 50 and all your resistances by 50%. 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 ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 57%, your defense is increased by 57 and all your resistances by 57%. 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 ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 543 damage for 6 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T3 rune scroll [Unique] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 520 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T3 taint scroll [Plot Item] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: ----- def ----- Armour +6 Resists +9% nature Spell.save +18 (+5 eff.) Blind- +50% Poison- +25% Disease- +25% Cut- +40% Stun/Frz- +35% ---------- misc Light +3 Infravis +10 Sight +2 See.Invis +15 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego+] Nature While equipped: Stats +20 Lck dps ---------- Acc +20 (+4 eff.) ----- def ----- Defense +20 (+5 eff.) Unseen.red 19% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego] Nature While equipped: Stats +9 Str ----- def ----- Resists +15% physical ---------- misc Stam/turn +0.70 Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.crit +3.0% Phys.pwr +14 (+3 eff.) Spell.pwr +12 (+3 eff.) Mind.pwr +14 (+5 eff.) Dmg.mod +6% all ----- def ----- Armour +8 Resists +4% physical Phys.save +45 (+12 eff.) Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +10 Cun +14 Con dps ---------- Phys.pwr +13 (+2 eff.) Dmg.mod +6% acid Res.pen +5% arcane +5% light Melee Ret 12 arcane On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +20 (+5 eff.) Resists +6% light Phys.save +14 (+4 eff.) Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +3 Con +6 Wil dps ---------- Dmg.mod +17% light ----- def ----- Armour +6 Defense +6 (+2 eff.) Rng.Def +6 (+1 eff.) Resists +18% lightning +34% light +15% blight +9% fire +6% arcane Cut- +25% ---------- misc See.Invis +9 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
![]() 5.0 T2 staff 1H weapon [Ego+] Master Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.2% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +5% Crit.mult +10.00% Phys.pwr +8 (+1 eff.) Spell.pwr +13 (+3 eff.) Dmg.mod +15% darkness Acc +9 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 mind On Hit.r1 +8 mind On Crit.r2 +12 darkness On Hit: * 54% chance to cause random gloom * 40% chance to disease * 54% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +24% darkness +51% blight ----- def ----- Armour +12 Hardiness +7% Resists +6% mind +12% darkness Phys.save +12 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 greatsword 2H weapon [Ego] Nature/Disrupt Power 63.0 - 100.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +80 insidious poison While equipped: ----- def ----- Resists +19% acid +24% fire +23% cold +24% lightning Spell.save +19 (+5 eff.) Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Arcane Power 66.0 - 105.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +26 blight On Hit: 10% Epidemic 5 On Hit: * 28% chance to disease While equipped: ----- def ----- Disease- +47% Massive two-handed swords. |
![]() 3.0 T5 trident 2H weapon [Ego] Arcane Power 51.5 - 82.4 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% On Hit.r1 +17 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 mace 1H weapon [Ego+] Arcane/Master Power 27.5 - 38.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +14 light Against +14% Undead While equipped: dps ---------- Res.pen +11% physical Acc +11 (+3 eff.) Apr +11 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego++] Arcane/Master Power 46.0 - 64.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +20 blight On Hit: 10% Epidemic 5 On Hit: * 17% chance to disease While equipped: Stats +7 Str dps ---------- Dmg.mod +15% physical Acc +15 (+3 eff.) ----- def ----- Disease- +35% ---------- misc Stam/ret +2.50 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego] Master Power 60.5 - 84.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Ego] Arcane Power 40.5 - 56.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 acid On Crit: * splashes the target with acid One-handed war axes. |
![]() 1.0 T5 dagger 1H weapon [Normal] Power 36.0 - 46.8 Physical Uses 45% Str, 50% Mag, 45% Dex Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Sharp, short and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature This natural sand should be returned to the wyrm. Power 17.5 - 19.2 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +16% physical Res.pen +20% physical Melee Ret 20 physical ----- def ----- Resists +16% physical Burrow: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 18 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego+] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +47 fire While equipped: dps ---------- All.spd +9% Dmg.mod +32% physical Res.pen +20% fire +30% physical Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: Stats +9 Str dps ---------- Phys.pwr +23 (+4 eff.) Dmg.mod +29% physical Res.pen +29% physical Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: dps ---------- Dmg.mod +21% physical Res.pen +22% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T3 shield armor [Ego+] Arcane/Master While equipped: Stats +6 Con +4 Mag dps ---------- On Melee Ret: * 23% chance to blind ----- def ----- Armour +10 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Resists +16% light ---------- misc Talents +3 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +8% light +12% darkness ----- def ----- Armour +4 Defense +4 (+1 eff.) Resists +7% light +25% darkness Max.HP +37.00 ---------- misc Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 T4 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Resists +27% lightning +18% light +18% darkness A suit of armour made of mail. |
![]() 1.0 T5 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +11 (+3 eff.) ----- def ----- Armour +6 Defense +11 (+3 eff.) Rng.Def +11 (+2 eff.) Resists +9% blight Mind.save +28 (+7 eff.) Die.at -40.00 life Max.HP +30.00 Blind- +15% Disarm- +20% Def/telep +19 Res/telep +19% Dur/telep +19% ---------- misc Max.stam +15.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Master While equipped: Stats +7 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +15% temporal Melee Ret 20 darkness 8 arcane On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +15 Defense +13 (+3 eff.) Resists +6% darkness Phys.save +25 (+7 eff.) Heal/summ +30 ---------- misc Hate/m.crit +4.00 Max.mana +60.00 A belt that goes around your waist. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +6 (+2 eff.) Mov.spd +20% Res.pen +15% arcane Melee Ret 16 darkness ----- def ----- Armour +5 Fatigue +5% Resists +6% arcane Phys.save +15 (+5 eff.) Spell.save +14 (+4 eff.) Mind.save +19 (+4 eff.) Heal/summ +40 ---------- misc Stam/turn +1.30 Equi/ret +0.12 Max.stam +37.00 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Nature/Psionic While equipped: Stats +6 Wil +6 Con dps ---------- Mind.pwr +8 (+3 eff.) Res.pen +10% physical ----- def ----- Armour +5 Fatigue +5% HP.reg +5.30 Heal.mod +30% Blindside: Puts all charms on 25 cooldown Level 1.0 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 37% (at 0 Hate) to 123% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 16 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 T5 head armor [Rare] Arcane While equipped: Stats +7 Str +4 Dex dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +12% mind Apr +4 ----- def ----- Armour +5 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +5% Resists +9% blight +15% darkness +6% arcane Spell.save +15 (+4 eff.) Mind.save +15 (+3 eff.) Die.at -100.00 life ---------- misc Max.stam +20.00 Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
![]() 3.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +6% darkness Apr +8 Melee Ret 24 lightning 20 darkness ----- def ----- Armour +5 Fatigue +5% Resists +15% lightning +15% darkness +15% blight +15% cold +6% arcane +15% fire Spell.save +15 (+4 eff.) Mind.save +15 (+3 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 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. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+2 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 11 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 50% 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. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +5% physical +10% temporal Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 22/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 536.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Mind.pwr +8 (+3 eff.) Res.pen +26% lightning Melee Ret 16 mind ----- def ----- Mind.save +18 (+4 eff.) Heal/summ +40 ---------- misc Hate/m.crit +4.00 Max.hate +8.00 Teleport randomly (rad 53) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +18% fire Res.pen +10% darkness +32% fire Melee Ret 8 darkness ---------- misc Talents +5 Silence Cooldown Silence -1 Fire a blast of psionic energies in a range 8 beam dealing 192.50 to 385.00 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +7 Str +3 Dex dps ---------- Res.pen +30% fire Melee Ret 26 mind 12 fire ----- def ----- Resists +9% light Crit.dmg- 19.00% ---------- misc Light +3 Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 173 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 129 for 7 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +5 Mag dps ---------- Phys.crit +2.0% Crit.mult +5.00% Melee Ret 20 mind ----- def ----- Heal.mod +20% ---------- misc Hate/m.crit +2.00 Telepathy Humanoid/Orc Talents +5 Telekinetic Blast +5 Silence Cooldown Silence -1 Teleport randomly (rad 66) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +9% cold +5% arcane +6% mind Crit.dmg- 15.00% Phys.save +30 (+8 eff.) Spell.save +9 (+2 eff.) Disarm- +35% ---------- misc Talents +3 Void Blast Reveal the area around you, dispelling darkness (radius 12, power 80 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Erek the Doomelf Doombringer level 32
54th Regrowth 123rd year of Ascendancy at 23:47 see stats
By Erek the Doomelf Doombringer level 27
20th Regrowth 123rd year of Ascendancy at 13:56 see stats
By Erek the Doomelf Doombringer level 31
53rd Regrowth 123rd year of Ascendancy at 10:20 see stats
By Erek the Doomelf Doombringer level 36
13rd Pyre 123rd year of Ascendancy at 01:56 see stats
By Erek the Doomelf Doombringer level 43
3rd Allure 124th year of Ascendancy at 11:26 see stats
By Erek the Doomelf Doombringer level 35
7th Pyre 123rd year of Ascendancy at 23:43 see stats
By Erek the Doomelf Doombringer level 10
8th Dusk 122nd year of Ascendancy at 17:10 see stats
By Erek the Doomelf Doombringer level 34
4th Pyre 123rd year of Ascendancy at 11:06 see stats
By Erek the Doomelf Doombringer level 32
69th Regrowth 123rd year of Ascendancy at 14:37 see stats
By Erek the Doomelf Doombringer level 26
3rd Allure 123rd year of Ascendancy at 05:23 see stats
By Erek the Doomelf Doombringer level 20
64th Haze 122nd year of Ascendancy at 10:09 see stats
By Erek the Doomelf Doombringer level 32
67th Regrowth 123rd year of Ascendancy at 12:42 see stats
By Erek the Doomelf Doombringer level 50
74th Regrowth 124th year of Ascendancy at 16:20 see stats
By Erek the Doomelf Doombringer level 50
70th Regrowth 124th year of Ascendancy at 05:07 see stats
By Erek the Doomelf Doombringer level 5
79th Pyre 122nd year of Ascendancy at 05:50 see stats
By Erek the Doomelf Doombringer level 27
20th Regrowth 123rd year of Ascendancy at 09:47 see stats
By Erek the Doomelf Doombringer level 10
6th Mirth 122nd year of Ascendancy at 20:21 see stats
By Erek the Doomelf Doombringer level 20
35th Haze 122nd year of Ascendancy at 18:07 see stats
By Erek the Doomelf Doombringer level 30
48th Regrowth 123rd year of Ascendancy at 22:51 see stats
By Erek the Doomelf Doombringer level 40
34th Haze 123rd year of Ascendancy at 03:22 see stats
By Erek the Doomelf Doombringer level 50
50th Regrowth 124th year of Ascendancy at 07:48 see stats
By Erek the Doomelf Doombringer level 24
72nd Haze 122nd year of Ascendancy at 10:10 see stats
By Erek the Doomelf Doombringer level 41
65th Haze 123rd year of Ascendancy at 12:49 see stats
By Erek the Doomelf Doombringer level 50
50th Regrowth 124th year of Ascendancy at 15:48 see stats
By Erek the Doomelf Doombringer level 46
12nd Regrowth 124th year of Ascendancy at 04:11 see stats
By Erek the Doomelf Doombringer level 38
3rd Haze 123rd year of Ascendancy at 07:05 see stats
By Erek the Doomelf Doombringer level 38
13rd Haze 123rd year of Ascendancy at 18:37 see stats
By Erek the Doomelf Doombringer level 22
68th Haze 122nd year of Ascendancy at 16:41 see stats
By Erek the Doomelf Doombringer level 34
5th Pyre 123rd year of Ascendancy at 02:33 see stats
By Erek the Doomelf Doombringer level 42
66th Haze 123rd year of Ascendancy at 17:45 see stats
By Erek the Doomelf Doombringer level 27
20th Regrowth 123rd year of Ascendancy at 13:56 see stats
By Erek the Doomelf Doombringer level 24
74th Haze 122nd year of Ascendancy at 02:50 see stats
By Erek the Doomelf Doombringer level 27
20th Regrowth 123rd year of Ascendancy at 13:56 see stats
By Erek the Doomelf Doombringer level 42
66th Haze 123rd year of Ascendancy at 14:46 see stats
By Erek the Doomelf Doombringer level 17
7th Haze 122nd year of Ascendancy at 14:49 see stats
By Erek the Doomelf Doombringer level 37
48th Pyre 123rd year of Ascendancy at 20:23 see stats
By Erek the Doomelf Doombringer level 20
36th Haze 122nd year of Ascendancy at 12:08 see stats
By Erek the Doomelf Doombringer level 13
53rd Dusk 122nd year of Ascendancy at 09:12 see stats
By Erek the Doomelf Doombringer level 50
76th Regrowth 124th year of Ascendancy at 06:15 see stats
By Erek the Doomelf Doombringer level 30
52nd Regrowth 123rd year of Ascendancy at 22:56 see stats
Log
Erek's demonfire area effect hits Cold drake hatchling for 54 fire damage.
Erek's demonfire area effect hits Fire wyrm for 2 fire damage.
Burning from Erek hits Fire drake for 11 fire damage.
Fire drake hatchling hits Fire wyrm for 25 physical damage.
Fire drake hits Fire wyrm for 0 fire, 114 physical (114 total damage).
Burning from Erek hits Fire drake hatchling for 7 fire damage.
Fire wyrm hits Fire drake hatchling for 0 fire damage.
Fire wyrm hits Fire drake for 231 physical, 0 fire (232 total damage).
Elandar uses Infusion: Healing.
Elandar is not disabled anymore.
Fire drake hatchling is covered in acid!
Elandar receives 253 healing from Infusion: Healing.
Fire drake hatchling hits Argoniel for 24 physical damage.
Fire drake hatchling hits Cold drake hatchling for 124 physical damage.
Burning from Erek hits Fire drake hatchling for 7 fire damage.
Burning from Erek hits Fire drake hatchling for 7 fire damage.
Cold drake hatchling hits Fire drake hatchling for 8 cold damage.
Burning from Elandar hits Erek for 0 fire damage.
Erek uses Infusion: Primal.
Erek stops burning.
Erek is cured!
Erek attunes to the wild.
Erek casts Infernal Breath.
Erek's spell attains critical power!
Erek's spell attains critical power!
Erek hits Fire drake for 19 fire damage.
Erek hits Fire wyrm for 19 fire damage.
Erek hits Elandar for 135 fire damage.
Saving game...