Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Commando class 1.5.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Additional Randart Properties 1.4.9 Shorter ToME4 Dungeons 1.2.5This add-on significantly shortens all plot-related dungeons: - Dreadfell is now 5 levels. This will make the game harder, due to less experience and loot. The loot from these dungeons was improved to compensate (i.e. lower tier items no longer generate). Recommended only for experienced players looking for a challenge or a faster game. 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:
Constitution Viability Buff Addon 1.4.6Constitution now grants: EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Daze Tweak 1.5.5This addon will add a low-end threshold to damage values which will break the Daze effect equal to 5 + actor-level/2. This should prevent minor sources of damage from disrupting the effect, with the intent of improving the effectiveness of the status. Credit to ghostbuster for the idea and suggesting the scaling for the threshold. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Alternate Talent Requirements 1.5.0Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Talents Work With Any Weapon 1.5.5Berserker punching orcs to death? Temporal Warden using guns? Why is this Sawbutcher using Mindstars? This mod removes some restrictions to let almost every talent work with almost any weapon. This mod is currently under development, so beware of potential problems and please report any bugs or errors here or preferably in the discussion thread. Suggestions are also welcome. More details and technical info can be found in the thread. Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Stunt's Tweaks 1.3.1Small tweaks and changes. Current changes: Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Odyssey of The Summoner 1.4.8This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Demon Seeds Plus 1.5.0Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Inferno Race Pack 1.4.0Adds a collection of my races. Bone Shield Tweak 1.5.5This addon modifies Bone Shield to add a low damage threshold which will prevent charges from being expended on minor damage. astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Embers of Rage 1.5.0Official 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:
Tinker Tinkering 1.3.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Demon Seed Details 1.4.6This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 Square Field of Vision - Revised 1.0.6Makes field of vision and AoE square. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Half-Cost Category Mastery 1.3.1 QuickTome: Resource Tweaks 1.3.1 Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Hybrid Class Pack 1.4.6Adds a number of hybridized classes. Currently only remixes existing classes and talents. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Inventory Sort Order 1.1.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. 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 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Serpent |
Class | Hydra |
Level / Exp | 167 / 54% |
Size | gargantuan |
Lifes / Deaths | Killed by Hydrox at level 67 on the 36th Haze 122nd year of Ascendancy at 02:44 6 / 1 |
Primary Stats
Strength | 103 (base 30) |
Dexterity | 59 (base 10) |
Constitution | 190 (base 100) |
Magic | 69 (base 10) |
Willpower | 166 (base 100) |
Cunning | 434 (base 88) |
Resources
Life | 17672/17672 |
Equilibrium | 45 |
Stamina | 1786/1786 |
Vim | 764/764 |
Healing Factor | 2.5 |
Regeneration | 119.875 |
Speed
Mental | +20% |
Attack | 0% |
Movement | +13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 24 |
See Stealth | 124 |
See Invisible | 131 |
ESP Range | 10 |
ESP Kinds | animal/canine, demon/minor, demon/major |
Offense: Barehand
Damage | 123 |
Accuracy | 540 |
Crit Chance | 172% |
APR | 19 |
Speed | 0.83 |
Offense: Spell
Spellpower | 0 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 653 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +49% |
Arcane | +32% |
Mind | +68% |
All | +5% |
Physical | +121% |
Lightning | +79% |
Light | +25% |
Temporal | +25% |
Cold | +29% |
Darkness | +81% |
Fire | +47% |
Nature | +91% |
Offense: Damage Penetration
Acid | +50% |
Arcane | +46% |
Mind | +67% |
All | +36% |
Lightning | +71% |
Light | +51% |
Physical | +110% |
Darkness | +94% |
Nature | +89% |
Defense: Base
Armour (hardiness) | 16679.546666667 (30%) |
Defense | 65 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 86 |
Spell Save | 93 |
Mental Save | 103 |
Defense: Resistances
Acid | + 68%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 36%( 70%) |
Mind | + 70%( 70%) |
All | + 5%( 70%) |
Physical | + 49%( 70%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 24%( 70%) |
Cold | + 34%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 57%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 47% |
Confusion Resistance | 84% |
Poison Resistance | 26% |
Blind Resistance | 100% |
Silence Resistance | 39% |
Bleed Resistance | 10% |
Disarm Resistance | 26% |
Pinning Resistance | 26% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (0/0)
Class Talents
Wild-heart / Triad | 1.30 |
| 5/5 |
| 5/5 |
| 7/5 |
| 7/5 |
Wild-heart / Breath Hydra | 1.50 |
| 15/5 |
| 5/5 |
| 2/5 |
| 6/5 |
Wild-heart / Feral Hydra | 1.30 |
| 1/5 |
| 15/5 |
| 1/5 |
| 1/5 |
Wild-heart / Glare Hydra | 1.30 |
| 15/5 |
| 8/5 |
| 15/5 |
| 10/5 |
Generic Talents
Wild-heart / Prudence | 1.10 |
| 5/5 |
| 13/5 |
| 1/5 |
| 1/5 |
Ego / Serpent | 1.20 |
| 15/5 |
| 1/5 |
| 6/5 |
| 1/5 |
Wild-heart / Hoarding Beast | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 11/5 |
Wild-heart / Regenerate | 1.50 |
| 6/5 |
| 7/5 |
| 5/5 |
| 7/5 |
Wild-heart / Hydragon | 1.50 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Wild-heart / Natural Combat | 1.20 |
| 0/10 |
| 1/10 |
| 0/10 |
| 1/10 |
| 0/10 |
| 1/10 |
| 13/10 |
| 0/10 |
| 17/10 |
| 20/10 |
| 20/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 20/10 |
| 0/10 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Ceaseless Blood |
talent | Menace |
talent | Splitting Wounds |
talent | Recuperate |
talent | Hydra Mixture |
talent | Hydra Coating |
talent | Relief |
talent | Triad of Threes |
beneficial effect | Feral heads are responsible for performing Entrapment talents. Receiving a stun or sleep effect will remove one Feral head. When all Feral heads are lost, you will incur a severe Accuracy penalty. Feral HeadsTurns until recharge: 2 |
beneficial effect | Decoy heads will sometimes absorb effects that other heads may receive. The chance of absorbing an effect is based on how many heads are present. Decoy HeadsTurns until recharge: 2 |
beneficial effect | Glare heads are responsible for performing Stare Down talents. Receiving a confusion or blind effect will remove one Glare head. When all Glare heads are lost, you will incur a severe Vision penalty. Glare HeadsTurns until recharge: 2 |
beneficial effect | Drool heads are responsible for performing Hydra Breath talents. Receiving a silence or fear effect will remove one Drool head. When all Drool heads are lost, you will incur a severe Defense penalty. Drool HeadsTurns until recharge: 2 |
beneficial effect | You have not completely exhausted your last breath, converting 80% of all your Tri-Breath talents' damage into acid. Hydra Mixture |
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. | active |
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. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Elusiveness (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Natural Cycle (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Hydrox. Escort: lost anorithil (level 5 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved Luck by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Savage Strength (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lick Wounds (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Hydrox. Escort: worried loremaster (level 3 of Old Forest) | failed |
A compliation of all your achievements earnt. Heroic AchievementsYou are 75% of the way to your next Rank. You have killed: 53 Uniques 34 Bosses 17 Elite Bosses 21 Veterans 6 Heroics 13 Legends 11 Destroyers 5 Epics 3 Elders 1 Ancients 0 Immortals 0 Demigods | 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 |
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 |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You told The Summoner about the Trolls. He explained that is where adventurers usually start their careers, yet you remember nothing about that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You told The Summoner about Derth. He was pleased that your presence was accepted so graciously. | done |
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze. Go tell the Summoner what you saw! * You have explored the Sandworm Lair and vanquished their (rather "busy") Queen. * You have explored the Daikara. Go tell the Summoner what you saw! | done |
- You have just received a big lead-- An explanation why you couldn't find what you have been looking for: The source of your anxiety is not on Maj'Eyal, but rather, to the Far East. Jogging memories (part 3)- For some reason, the Summoner seems unusually confident about how you could get there-- But feels a great deal of worry about how safe it would be to send you outside of his range. - You must find a POWERFUL source of natural energies that may be used to fuel you during your long-distance travel to the east... * You explored the Spellblaze Mark and only found a maniacal Rhalore bent on world destruction. Unfortunately, his altar had nothing to offer you... * There is tell of an ancient crypt filled with the bodies of those who were killed during the Spellhunt. No doubt, there must be powerful magicks within! * Rumours speak of a secret place where towns folk gather without a word. Could there be powerful magic afoot...? * Legends tell of a dungeon with no end. However, the entrance is sealed... Could a powerful artifact lie within...? * Upon trying to inform The Summoner, the 'butler' (a voice even more overpowering than The Summoner's himself) warned you not to tell him... Yet. - You are running out of options, and Dreadfell is looking more and more like a candidate... * You have braved the dreaded Dreadfell and defeated the powerful master within! It seems he had acquired a powerful artifact at some point... | done |
In your hands (figuratively), you hold a staff of unquestionably immense power. You instantly sense that this artifact might be the key to solving one step of your problems... You'd best inform The Summoner. Lost MagicIn the midst of your battle with the orcs, you were absorbed by the staff of absorption. Luckily, you and the staff were later found by The Summoner. He intends to use the staff to send you to the east... But how? | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: AloneWith that said, you have become a Hydra. What could this possibly mean...? You are alone-- And yet, you are not. You are battling with the various corners of your psyche, each demanding something different that they want. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 817. | 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. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within19 lumberjacks have died. | done |
You are in the body of a wilder's summon! To he who callsThe Summoner is safe from his enemies. The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
1st feral head | Blazenail the copper ring Blazenail the copper ring0.1 T1 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +20 Str +17 Mag +10 Wil +18 Cun +17 Con dps ---------- Phys.crit +2.0% Phys.pwr +28 (+1 eff.) Spell.pwr +29 (+0 eff.) Mind.pwr +21 (+1 eff.) Melee+ 18 bleed Ranged+ 18 bleed Dmg.mod +15% mind +5% all Res.pen +15% light +15% physical On Hit (Melee): * 24% chance to cause random gloom * 42% chance to blind On Hit (Ranged): * 24% chance to cause random gloom ----- def ----- Armour +6 Resists +12% mind Spell.save +8 (+2 eff.) Max.HP +40.00 Blind- +26% ---------- misc Hate/m.crit +4.00 Max.hate +14.00 Max.psi +40.00 Infravis +4 See.Stealth +9 See.Invis +9 On Mind Hit: 5% Oozebeam 2 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
2nd feral head | Eremikor the Sparkedge Eremikor the Sparkedge0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Dex +15 Wil +15 Cun dps ---------- Mind.pwr +22 (+1 eff.) Acc +12 (+0 eff.) ----- def ----- Resists +6% acid +2% physical +19% blight +13% nature +15% lightning Max.HP +176.00 HP.reg +3.30 Heal.mod +50% Blind- +20% Poison- +26% Disease- +19% Cut- +10% Stun/Frz- +15% Rings can have magical properties. |
1st drool head | thorny mindstar 'Glintstrider' (96% power, 24 apr, mind damage) thorny mindstar 'Glintstrider' (96% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic This mindstar projects psionic energy if enough is absorbed. Power 96% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Mind Acc uses Wil Apr +24 Crit +4.5% Atk.spd 100% Melee+ +11 physical +10 bleed Against +13% Undead On Hit.r1 +12 lightning On Hit: * 40% chance to blind On Crit: * wounds the target While equipped: Stats +4 Cun +3 Dex dps ---------- Phys.crit +11.0% Mind.crit +14% Crit.mult +14.00% Mind.pwr +6 (+1 eff.) Dmg.mod +7% acid +36% physical +5% darkness +17% fire +17% cold +7% mind +17% lightning Acc +6 (+0 eff.) Melee Ret 7 mind 5 darkness On Hit (Melee): * 30% chance to blind ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+1 eff.) Resists +11% acid +10% physical +19% darkness +11% blight +37% mind +10% nature +38% light ---------- misc Stam/ret +1.40 Equi/ret +1.40 Infravis +3 See.Stealth +34 See.Invis +34 Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection 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. |
4th drool head | living mindstar 'Emelubrera' (113% power, 40 apr, nature damage) living mindstar 'Emelubrera' (113% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +4 blight +4 arcane Against +29% Undead On Hit.r1 +8 arcane On Hit: 5% Drain 1 On Hit: * 20% chance to disease While equipped: Stats +13 Cun dps ---------- Mind.crit +5% Crit.mult +47.00% Mind.pwr +10 (+1 eff.) Dmg.mod +6% arcane ----- def ----- Resists +21% darkness +15% blight +12% nature +25% mind +21% light ---------- misc Stam/ret +1.70 See.Stealth +21 See.Invis +25 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. |
Light source | Cloudshine Cloudshine1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Con +5 Wil dps ---------- Phys.crit +6.0% Crit.mult +18.00% Phys.pwr +8 (+0 eff.) Dmg.mod +3% lightning +9% temporal On Hit (Melee): * 30% chance to daze at end of turn * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +13 (+3 eff.) Resists +11% blight +6% temporal +3% lightning Phys.save +20 (+4 eff.) Spell.save +17 (+4 eff.) Mind.save +20 (+3 eff.) HP.reg +6.50 Blind- +37% Confus- +28% ---------- misc Light +13 See.Stealth +25 See.Invis +18 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 70 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
3rd drool head | voratun ring 'Mayyba' voratun ring 'Mayyba'0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +8 Str +2 Mag +4 Cun +9 Con dps ---------- Phys.pwr +23 (+1 eff.) Spell.pwr +18 (+0 eff.) Mind.pwr +15 (+1 eff.) Dmg.mod +16% lightning ----- def ----- Fatigue -4% Resists +32% lightning Spell.save +3 (+1 eff.) Blind- +50% Silence- +39% ---------- misc Mana/turn +0.37 Mana/s.crit +4.00 Max.P.En +15.00 Max.N.En +15.00 Infravis +6 See.Stealth +20 See.Invis +28 Rings can have magical properties. |
2nd glare head | Tusakan the Sparkrune (96% power, 24 apr, nature damage) Tusakan the Sparkrune (96% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 96% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Nature Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +4 lightning +11 bleed +4 mind Against +15% Unnatural On Hit: 5% Pyrokinesis 1 On Hit: * 20% chance to daze at end of turn * disrupts spell-casting On Crit: * wounds the target While equipped: dps ---------- Phys.crit +7.0% Mind.crit +11% Mind.pwr +6 (+1 eff.) Dmg.mod +6% nature +10% physical Res.pen +20% lightning Melee Ret 8 lightning 8 mind On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +5% blight Mind.save +5 (+1 eff.) Disease- +13% ---------- misc Max.psi +22.00 Infravis +3 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. |
Tool | brutal iron pickaxe (dig speed 18 turns) brutal iron pickaxe (dig speed 18 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str dps ---------- Crit.mult +11.00% Phys.pwr +6 (+0 eff.) Apr +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3rd glare head | Healthorn the steel ring Healthorn the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +14 Str +21 Dex +20 Mag +22 Wil +47 Cun +14 Con dps ---------- Phys.pwr +18 (+1 eff.) Spell.pwr +27 (+0 eff.) Mind.pwr +18 (+1 eff.) Melee+ 32 light 12 bleed Ranged+ 26 light 13 bleed Dmg.mod +18% lightning +14% arcane +39% nature Res.pen +20% darkness +20% nature Acc +25 (+0 eff.) Melee Ret 16 nature 8 lightning On Hit (Melee): * 13% chance to cause random gloom * Slows global speed by 30% * 20% chance to blind On Hit (Ranged): * 14% chance to cause random gloom * 17% chance to blind ----- def ----- Resists +14% arcane Spell.save +10 (+2 eff.) Mind.save +19 (+3 eff.) HP.reg +2.40 Confus- +32% Stun/Frz- +32% ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
4th glare head | Bokysin the living mindstar (116% power, 42 apr, nature damage) Bokysin the living mindstar (116% power, 42 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic This harmonious mindstar will complement other natural mindstars. Power 116% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Acc uses Wil Apr +42 Crit +5.0% Atk.spd 100% Melee+ +15 physical Against +50% Undead +20% Unnatural +26% Animal On Hit: * disrupts spell-casting While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Phys.spd +20% Melee+ 15 nature Dmg.mod +10% acid +20% physical +20% nature Res.pen +10% nature +5% physical ----- def ----- Resists +14% acid +9% physical +50% darkness +39% blight +3% cold +40% nature Phys.save +10 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +7 (+1 eff.) Heal.mod +10% Disease- +25% ---------- misc Stam/ret +4.50 Equi/ret +5.00 Hate/kill +5.00 Psi/kill +5.00 Max.psi +44.00 Infravis +4 Masteries +0.20 Wild-gift/Harmony +0.20 Cursed/Dark sustenance +0.20 Psionic/Voracity Inflict 2212.56 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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. |
2nd drool head | Viperrigor (114% power, 40 apr, nature damage) Viperrigor (114% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic This purifying mindstar will cleanse other mindstars. This parasitic mindstar will draw strength from other psionic mindstars. This natural lightning should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +20 temporal +15 bleed +20 blinding light Against +60% Unnatural On Hit.r1 +8 mind On Hit: 10% Acidbeam 2 On Hit: * disrupts spell-casting On Crit: * wounds the target While equipped: Stats +3 Str +4 Dex +4 Mag +3 Wil +12 Cun +4 Con dps ---------- Phys.crit +15.0% Mind.crit +20% Crit.mult +25.00% Mind.pwr +22 (+1 eff.) Dmg.mod +20% lightning +15% physical +20% light +8% mind +7% arcane +10% nature +20% darkness Res.pen +15% lightning +15% mind +15% nature +10% arcane Acc +29 (+1 eff.) Melee Ret 20 lightning Melee Ret Eff: * Slows global speed by 10% * 20 arcane resource burn ----- def ----- Defense +29 (+7 eff.) Resists +18% lightning +6% blight +3% cold +10% arcane +10% mind Dmg.Resnn +25% Phys.save +10 (+2 eff.) Spell.save +32 (+7 eff.) Mind.save +9 (+1 eff.) HP.leech%% +25% HP.leech +14% ---------- misc Equi/ret +2.50 Psi/ret +2.50 Hate/m.crit +6.00 Max.hate +25.00 Infravis +4 On Nature Hit: 5% Oozebeam 1 Destroy Magic: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: The target has a 8% chance (stacking to a maximum of 61%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. 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. |
1st glare head | thorny mindstar 'Flarebane' (116% power, 24 apr, nature damage) thorny mindstar 'Flarebane' (116% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic This psionic mindstar hates not to be wrathful. This natural mindstar summons a caller. This natural sand should be returned to the wyrm. This honing mindstar will focus other psionic mindstars. This natural venom should be returned to the wyrm. This psionic mindstar has an epiphany about dreams. Power 116% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Nature Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +6 ice +4 fire Against +17% Undead While equipped: Stats +9 Wil +13 Cun +7 Con dps ---------- Mind.crit +11% Crit.mult +11.00% Phys.pwr +4 (+0 eff.) Mind.pwr +17 (+1 eff.) S.pwr/crit +4 Dmg.mod +19% acid +35% physical +17% darkness +7% cold +13% fire +33% mind +11% temporal Res.pen +14% acid +34% physical +11% mind +11% darkness Acc +4 (+0 eff.) Melee Ret 14 acid 22 physical 20 fire ----- def ----- Armour +4 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Resists +5% temporal +18% darkness +9% fire +11% nature +13% acid +25% physical +11% blight +19% mind +19% light Max.HP +34.00 HP.reg +2.60 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/ret +1.70 Equi/ret +1.70 See.Stealth +15 See.Invis +17 Burrow: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a mind power a nature gift 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 115 of target armor and 57% 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. |
3rd feral head | Aeryrath the Stormmistress (112% power, 40 apr, mind damage) Aeryrath the Stormmistress (112% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This parasitic mindstar will draw strength from other psionic mindstars. This harmonious mindstar will complement other natural mindstars. Power 112% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +12 mind Against +22% Undead On Hit.r1 +12 lightning On Crit.r2 +4 lightning +4 mind On Hit: * 40% chance to cause random gloom While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +8% nature +8% acid Res.pen +8% nature +5% mind On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +10% blight +9% lightning +19% nature +25% darkness Phys.save +10 (+2 eff.) Spell.save +9 (+2 eff.) Mind.save +9 (+1 eff.) HP.leech%% +15% HP.leech +18% ---------- misc Stam/ret +1.60 Equi/ret +6.00 Hate/m.crit +5.00 Max.hate +15.00 Masteries +0.20 Wild-gift/Harmony 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. |
Cloak | Umbrastun (23 def, 0 armour) Umbrastun (23 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +10 Dex +5 Wil +15 Cun +7 Con dps ---------- Mind.crit +7% Dmg.mod +34% darkness +3% nature Res.pen +27% darkness Acc +8 (+0 eff.) Apr +7 Melee Ret 12 darkness ----- def ----- Defense +23 (+6 eff.) Resists +14% lightning +9% temporal +37% darkness +8% fire +47% nature +8% acid +46% blight +11% cold +9% arcane Phys.save +33 (+7 eff.) Spell.save +72 (+13 eff.) Stealth +32 Max.HP +70.00 HP.reg +6.30 Heal.mod +64% ---------- misc Max.P.En +20.00 Max.N.En +20.00 On Mind Hit: 5% Poisonous Spores 2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
4th feral head | Cloudhunger the copper ring Cloudhunger the copper ring0.1 T1 ring jewelry [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +31 Str +3 Dex +5 Mag +10 Wil +5 Cun +33 Con dps ---------- Phys.pwr +35 (+2 eff.) Spell.pwr +7 (+0 eff.) Mind.pwr +7 (+1 eff.) Mov.spd +13% Dmg.mod +12% fire Res.pen +20% physical Acc +7 (+0 eff.) Melee Ret 8 lightning 12 arcane ----- def ----- Armour +4 Defense +7 (+2 eff.) Fatigue -5% Resists +14% acid +38% fire +14% lightning +14% cold Phys.save +8 (+2 eff.) Mind.save +7 (+1 eff.) Max.HP +26.00 Disarm- +26% Confus- +24% Pinning- +26% Knockbk- +25% ---------- misc Max.enc +24 Hate/m.crit +3.00 Psi/m.crit +2.00 Max.psi +30.00 Telepathy Demon/Minor Demon/Major On Mind Hit: 5% Slime Spit 1 Blinding Speed: Puts all charms on 40 cooldown Level 4.0 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 38% for 5 turns. Rings can have magical properties. |
Inventory
sun infusion (rad 10; power 22; turns 4; dispels darkness) sun infusion (rad 10; power 22; turns 4; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 10 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 4 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 10; power 22; turns 4; dispels darkness) sun infusion (rad 10; power 22; turns 4; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 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 10 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 4 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (707% speed; 9 turns) movement infusion (707% speed; 9 turns)0.1 T2 infusion scroll [Normal] 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 707% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (919% speed; 9 turns) movement infusion of the wizard (919% speed; 9 turns)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 919% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 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. |
heroism infusion (+8 for 13 turns, die at -489) heroism infusion (+8 for 13 turns, die at -489)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 13 turns. While Heroism is active, you will only die when reaching -489 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Staff of Absorption Staff of Absorption7.0 staff 2H weapon [Plot Item] Unknown Power 137% Range: 1.1x Uses 100% Mag Dmg Arcane Acc+ +2.5% procs dam / acc Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+0 eff.) Acc +20 (+0 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
diseased stralite ritual blade (118% power, 9 apr) diseased stralite ritual blade (118% power, 9 apr)1.0 T4 ritual blade 1H weapon [Ego+] Arcane Power 119% Range: 1.3x Uses 45% Mag, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% On Crit: * infects the target causing blight damage equal to half your spellpower per turn and reducing their healing factor and disease resistance by half your spellpower, for 4 turns While equipped: dps ---------- Spell.crit +8% Res.pen +15% blight On Spell Hit: 10% Soul Rot 4 Sharp, short and deadly. |
nuummite nuummite0.0 T1 black gem [Normal] While equipped: Stun/Frz- +20% Item imbue powers: Stun/Frz- +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
verdite verdite0.0 T1 green gem [Normal] While equipped: Dmg.mod +2% all Defense +10 (+3 eff.) Item imbue powers: Dmg.mod +2% all Defense +10 (+3 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel spinel0.0 T1 red gem [Normal] While equipped: Phys.spd +2% Spell.spd +2% Mind.spd +2% Item imbue powers: Phys.spd +2% Spell.spd +2% Mind.spd +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 tiny geode 2 tiny geode0.0 T1 stone gem [Normal] While equipped: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.0 T1 white gem [Normal] While equipped: Armour +5 Resists +1% all Item imbue powers: Armour +5 Resists +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 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 carnelian 2 carnelian0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 small geode 2 small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 amethyst0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stun/Frz- +40% Item imbue powers: Stun/Frz- +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.0 T3 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
jade jade0.0 T3 green gem [Normal] While equipped: Dmg.mod +6% all Defense +20 (+5 eff.) Item imbue powers: Dmg.mod +6% all Defense +20 (+5 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 garnet 5 garnet0.0 T3 red gem [Normal] While equipped: Phys.spd +6% Spell.spd +6% Mind.spd +6% Item imbue powers: Phys.spd +6% Spell.spd +6% Mind.spd +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 geode 5 geode0.0 T3 stone gem [Normal] While equipped: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Item imbue powers: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
3 sugilite 3 sugilite0.0 T3 violet gem [Normal] While equipped: Crit.mult +6.00% Res.pen +6% all Item imbue powers: Crit.mult +6.00% Res.pen +6% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
opal opal0.0 T3 white gem [Normal] While equipped: Armour +12 Resists +3% all Item imbue powers: Armour +12 Resists +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 tiger's eye 2 tiger's eye0.0 T3 yellow gem [Normal] While equipped: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Item imbue powers: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
obsidian obsidian0.0 T4 black gem [Normal] While equipped: Stun/Frz- +50% Item imbue powers: Stun/Frz- +50% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.0 T4 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.0 T4 green gem [Normal] While equipped: Dmg.mod +8% all Defense +25 (+6 eff.) Item imbue powers: Dmg.mod +8% all Defense +25 (+6 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.0 T4 red gem [Normal] While equipped: Phys.spd +8% Spell.spd +8% Mind.spd +8% Item imbue powers: Phys.spd +8% Spell.spd +8% Mind.spd +8% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
large geode large geode0.0 T4 stone gem [Normal] While equipped: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Item imbue powers: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
4 kunzite 4 kunzite0.0 T4 violet gem [Normal] While equipped: Crit.mult +8.00% Res.pen +8% all Item imbue powers: Crit.mult +8.00% Res.pen +8% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.0 T4 white gem [Normal] While equipped: Armour +16 Resists +4% all Item imbue powers: Armour +16 Resists +4% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Item imbue powers: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
black pearl black pearl0.0 T5 black gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
548 alchemist agate 548 alchemist agate0.0 T1 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) 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 312/400 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. |
Achievements
By Hydrox the Serpent Hydra level 53
30th Haze 122nd year of Ascendancy at 07:01 see stats
By Hydrox the Serpent Hydra level 40
57th Dusk 122nd year of Ascendancy at 12:28 see stats
By Hydrox the Serpent Hydra level 124
72nd Haze 122nd year of Ascendancy at 23:00 see stats
By Hydrox the Serpent Hydra level 119
62nd Haze 122nd year of Ascendancy at 04:27 see stats
By Hydrox the Serpent Hydra level 56
35th Haze 122nd year of Ascendancy at 05:03 see stats
By Hydrox the Serpent Hydra level 53
30th Haze 122nd year of Ascendancy at 03:19 see stats
By Hydrox the Serpent Hydra level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Hydrox the Serpent Hydra level 20
9th Mirth 122nd year of Ascendancy at 09:51 see stats
By Hydrox the Serpent Hydra level 30
1st Summertide 122nd year of Ascendancy at 08:27 see stats
By Hydrox the Serpent Hydra level 40
56th Dusk 122nd year of Ascendancy at 10:45 see stats
By Hydrox the Serpent Hydra level 50
29th Haze 122nd year of Ascendancy at 08:46 see stats
By Hydrox the Serpent Hydra level 100
59th Haze 122nd year of Ascendancy at 19:30 see stats
By Hydrox the Serpent Hydra level 38
18th Dusk 122nd year of Ascendancy at 22:08 see stats
By Hydrox the Serpent Hydra level 115
61st Haze 122nd year of Ascendancy at 20:42 see stats
By Hydrox the Serpent Hydra level 58
35th Haze 122nd year of Ascendancy at 07:58 see stats
By Hydrox the Serpent Hydra level 40
57th Dusk 122nd year of Ascendancy at 12:41 see stats
By Hydrox the Serpent Hydra level 53
30th Haze 122nd year of Ascendancy at 07:01 see stats
By Hydrox the Serpent Hydra level 13
75th Pyre 122nd year of Ascendancy at 17:02 see stats
By Hydrox the Serpent Hydra level 53
30th Haze 122nd year of Ascendancy at 07:01 see stats
By Hydrox the Serpent Hydra level 107
60th Haze 122nd year of Ascendancy at 06:14 see stats
By Hydrox the Serpent Hydra level 77
49th Haze 122nd year of Ascendancy at 17:11 see stats
By Hydrox the Serpent Hydra level 58
35th Haze 122nd year of Ascendancy at 07:16 see stats
By Hydrox the Serpent Hydra level 33
2nd Summertide 122nd year of Ascendancy at 21:11 see stats
By Hydrox the Serpent Hydra level 163
10th Decay 122nd year of Ascendancy at 13:33 see stats
Log
Hydrox uses Consume.
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Hydrox breathes acid!
Hydrox's mind surges with critical power!
Hydrox's mouth is sizzling with Acid!
Hydrox deactivates Triad of Threes.
Hydrox hits 9-headed hydra for 19433 acid damage.
Hydrox killed 9-headed hydra!
Talent Breath of Acid is ready to use.
Talent Triad of Threes is ready to use.
Hydrox activates Triad of Threes.
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Resting starts...
Rested for 5 turns (stop reason: all resources and life at maximum).
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9-headed hydra steps out from hiding.
--------------------------------
Error report sent, thank you.
Hydrox deactivates Menace.
Hydrox deactivates Recuperate.
Hydrox deactivates Ceaseless Blood.
Hydrox deactivates Splitting Wounds.
Hydrox deactivates Hydra Coating.
Hydrox deactivates Hydra Mixture.
Hydrox deactivates Triad of Threes.
Hydrox deactivates Relief.