Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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: Possessor Bonus Class 1.5.4Donators/Buyers bonus! QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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:
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:
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. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ratlich Fixed Rates 1.5.5Forsaken Crypt spawning chance 2% -> 25% in Daikara, Golem Graveyard, Mark of the Spellblaze, Tempest Peak, Old Forest. High Peak chances unchanged(10%) Adjustable Levelup - t155 1.5.5Allows modification of leveling. Can modify stat gain, talent gain, category gain, life gain, and more. If you would like to be able to modify other values post them in the comments. Inspired by Asellia's adjustable_level_points addon. Syro's edits: Added some changes that were added up to the game version 1.5.5, like hide categories button. 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 Recognizable Bossess on Minimap 1.5.5Colorizing unique+ ranked creatures on minimap 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 |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Ogre |
Class | Demonologist |
Level / Exp | 41 / 93% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 149 (base 74) |
Dexterity | 79 (base 58) |
Constitution | 78 (base 72) |
Magic | 84 (base 74) |
Willpower | 66 (base 59) |
Cunning | 96 (base 74) |
Resources
Life | 3459/3459 |
Steam | 100/100 |
Stamina | 591/591 |
Vim | 286/286 |
Healing Factor | 1.12 |
Regeneration | 14.994697417162 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +184.60520914856% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 8 |
See Stealth | 73.228817059966 |
See Invisible | 73.228817059966 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 701 |
Accuracy | 106 |
Crit Chance | 77% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 121 |
Crit Chance | 50% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 55% |
Speed | 1 |
Offense: Damage Bonus
Nature | +17% |
Acid | +23% |
Light | +8% |
Darkness | +16% |
Blight | +17% |
Physical | +12% |
Fire | +111% |
All | +2% |
Offense: Damage Penetration
Darkness | +13% |
Acid | +15% |
Fire | +65% |
All | 0% |
Defense: Base
Armour (hardiness) | 380.02326879032 (100%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 59 |
Spell Save | 120 |
Mental Save | 43 |
Defense: Resistances
Acid | + 26%( 70%) |
Lightning | + 60%( 70%) |
Darkness | + 70%( 70%) |
Cold | + 40%( 70%) |
Physical | + 41%( 70%) |
Fire | + 70%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 99% |
Confusion Resistance | 50% |
Fear Resistance | 100% |
Teleport Resistance | 100% |
Silence Resistance | 30% |
Bleed Resistance | 60% |
Pinning Resistance | 75% |
Disarm Resistance | 85% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 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 24% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 833% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1072 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1257% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 8.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Infernal combat | 8.70 |
| 2/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Technique / Combat veteran | 8.50 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Shield offense | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Corruption / Doom covenant | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Corruption / Spellblaze | 8.70 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Shadowflame | 8.70 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Doom shield | 8.70 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Corruption / Demonic pact | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Corruption / Black-magic | 8.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 8.40 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Ogre | 8.40 |
| 2/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 4/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Flame of Urh'Rok |
talent | Bleak Outcome |
talent | Overkill |
talent | Blood Vengeance |
talent | Hardened Core |
talent | Shattered Mind |
talent | Willful Tormenter |
talent | Tale of Destruction |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 5% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
beneficial effect | All damage affinity increased by 8%. Dark ReignWill not die until -75 life |
beneficial effect | Spellpower increased by 212. Stripped Life |
beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You failed to protect the injured seer from death by Mad Demon Rush. Escort: injured seer (level 5 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Heart of the Gloom. Escort: lost anorithil (level 2 of Heart of the Gloom)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest) | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | 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 Device Mastery (+1 level(s)). | done |
You failed to protect the repented thief from death by ghoul. Escort: repented thief (level 8 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Strength by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * 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: 47. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed hummerhorn wing. * You've found the needed vial of fire wyrm saliva. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed naga tongue. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed vampire lord fang. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed snow giant kidney. * You've found the needed honey tree root. | 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 within | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour) 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Phys.save +15 (+4 eff.) Pinning- +75% Knockbk- +25% Teleport- +100% Generate 3 steam each time you walk. Boots. But with steam power! |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour) 1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Disarm- +80% ---------- misc Talents +3 Iron Grip Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
On head | Crown of Burning Pain (9 def, 0 armour) Crown of Burning Pain (9 def, 0 armour) 4.0 T3 head armor [Unique] Arcane While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +25% fire ----- def ----- Armour +0 Defense +9 (+3 eff.) Fatigue +4% Resists +25% fire Silence- +30% Meteor Rain: Level 2.0 Pwr.cost 21 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 257.98 fire and 136.94 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
On fingers | Furnacerigor the gold ring Furnacerigor the gold ring 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% fire Res.pen +15% acid Melee Ret 20 fire On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +6% acid HP.reg +2.50 Stun/Frz- +34% ---------- misc Vim/turn +1.00 Vim/melee +0.00 Rings can have magical properties. |
Around waist | SizeBelt SizeBelt |
In main hand | Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr) 3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire ---------- misc Talents +3 Flame Bolts The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 476.51 fire damage, and flames will be left dealing a further 111.49 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. This item has been sent to the Item's Vault. |
Main armor | Betholle the Ashhacker (2 def, 6 armour) Betholle the Ashhacker (2 def, 6 armour) |
In off hand | Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) 7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 50% Mag, 140% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +33% physical +10% fire +15% cold Dmg.red +23 physical ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | Abyssspike (14 def, 7 armour) Abyssspike (14 def, 7 armour) 2.0 T5 cloak armor [Random Unique] Master While equipped: dps ---------- Dmg.mod +9% fire +14% darkness +6% light Res.pen +13% darkness Melee Ret 4 fire ----- def ----- Armour +7 Defense +14 (+4 eff.) Resists +30% lightning +16% cold +28% darkness Phys.save +11 (+3 eff.) Spell.save +18 (+2 eff.) Stealth +20 Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | copper amulet 'Stormtaint' copper amulet 'Stormtaint'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% fire ----- def ----- Resists +24% lightning Heal.mod +12% Cut- +50% Heal: Puts all charms on 21 cooldown Level 1.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 202 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
Blood of Life Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
medical injector implant of the duelist (efficiency 191% / cooldown 95%) medical injector implant of the duelist (efficiency 191% / cooldown 95%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 191% efficiency and cooldown mod of 95%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 178% / cooldown 62%) medical injector implant of the psychic (efficiency 178% / cooldown 62%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 178% efficiency and cooldown mod of 62%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 314% / cooldown 61%) medical injector implant of the warrior (efficiency 314% / cooldown 61%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 314% efficiency and cooldown mod of 61%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 271% / cooldown 71%) medical injector implant of the warrior (efficiency 271% / cooldown 71%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 271% efficiency and cooldown mod of 71%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 343% / cooldown 53%) medical injector implant of the warrior (efficiency 343% / cooldown 53%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 343% efficiency and cooldown mod of 53%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 281% / cooldown 67%) medical injector implant of the warrior (efficiency 281% / cooldown 67%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 281% efficiency and cooldown mod of 67%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the sneak (heal 1012 over 5 turns) regeneration infusion of the sneak (heal 1012 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 1012 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 1137 over 5 turns) regeneration infusion of the warrior (heal 1137 over 5 turns)0.1 T1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 1137 life over 5 turns. 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 |
wild infusion of the titan (resist 36%; cure physical) wild infusion of the titan (resist 36%; cure physical)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 36% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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 |
wild infusion of the warrior (resist 52%; cure magical) wild infusion of the warrior (resist 52%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 52% for 7 turns. Also removes cross-tier effects of the affected types for free. 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 |
wild infusion of the wizard (resist 34%; cure magical) wild infusion of the wizard (resist 34%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 |
heroism infusion of the sneak (+30 for 11 turns, die at -975) heroism infusion of the sneak (+30 for 11 turns, die at -975)0.1 T3 infusion scroll [Ego] 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 30 for 11 turns. While Heroism is active, you will only die when reaching -975 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 1105 for 5 turns) shielding rune of the warrior (absorb 1105 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 1105 damage for 5 turns. 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. |
schematic: Antimagic Shell schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
voratun ring of life voratun ring of life0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +71.00 HP.reg +1.10 Heal.mod +26% Rings can have magical properties. |
warrior's voratun ring of perseverance warrior's voratun ring of perseverance0.1 T5 ring jewelry [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +10 HP.reg +1.30 Stun/Frz- +21% Rings can have magical properties. |
elven-wood magestaff of illumination (25-30 power, 5 apr, cold element) elven-wood magestaff of illumination (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Ego] Nature Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+1 eff.) Dmg.mod +25% cold On Hit (Melee): * 11% chance to blind ----- def ----- Defense +9 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 2.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 184.61 light damage. Staves designed for wielders of magic, by the greats of the art. |
Lost Staff of Archmage Tarelion (30-36 power, 4 apr, cold element) Lost Staff of Archmage Tarelion (30-36 power, 4 apr, cold element)5.0 T5 staff 2H weapon [Unique] Arcane Power 30.0 - 36.0 Physical Uses 200% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +25% Spell.pwr +40 (+5 eff.) Dmg.mod +30% lightning +30% fire +30% arcane +30% cold ----- def ----- Silence- +40% ---------- misc Mana/s.crit +12.00 Max.mana +40.00 Talents +1 Command Staff Cooldown Chain Lightning -2 Ice Storm -2 Arcane Vortex -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
Elysetha (62.5-93.75 power, 3 apr) Elysetha (62.5-93.75 power, 3 apr)3.0 T4 battleaxe 2H weapon [Rare] Master Power 62.5 - 93.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +4.0% Crit.mult +9.00% Phys.pwr +4 (+1 eff.) Dmg.mod +6% arcane Res.pen +20% blight Acc +8 (+1 eff.) Apr +4 ----- def ----- Armour +6 Massive two-handed battleaxes. |
stralite battleaxe 'Blazesmasher' (42.5-63.75 power, 3 apr) stralite battleaxe 'Blazesmasher' (42.5-63.75 power, 3 apr)3.0 T4 battleaxe 2H weapon [Rare] Nature Power 42.5 - 63.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Phasing +30% Melee+ +24 nature +24 temporal While equipped: dps ---------- S.pwr/crit +10 Dmg.mod +6% light Phasing +50% Melee Ret 12 light ---------- misc Light +2 Massive two-handed battleaxes. |
Rotquill (66-99 power, 4 apr) Rotquill (66-99 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Nature/Master Power 66.0 - 99.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +82 insidious poison +17 temporal +12 nature On Hit: * Slows global speed by 40% While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +5% darkness Acc +13 (+2 eff.) Melee Ret 16 nature 21 temporal ----- def ----- Defense +19 (+6 eff.) Resists +19% temporal Disarm- +60% Massive two-handed mauls. |
Colaryem (48-76.8 power, 12 apr) Colaryem (48-76.8 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 50% Mag, 130% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Harochak the voratun greatsword (64-102.4 power, 4 apr) Harochak the voratun greatsword (64-102.4 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master Power 64.0 - 102.4 Mind Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 111% On Hit: * Slows global speed by 40% * 10 arcane resource burn On Crit: * wounds the target for 7 turns: 42 bleeding, 94% reduced healing While equipped: Stats +6 Dex dps ---------- Phys.crit +21.0% Phys.pwr +17 (+2 eff.) Res.pen +17% nature Acc +17 (+3 eff.) ----- def ----- Resists +6% fire +3% darkness +9% all Massive two-handed swords. |
iron longsword 'Armerand' (10.5-14.7 power, 2 apr) iron longsword 'Armerand' (10.5-14.7 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 10.5 - 14.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +8 temporal On Hit.r1 +8 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +15% blight Res.pen +7% physical Acc +7 (+1 eff.) Apr +7 On Hit (Melee): * 20% chance to disease ----- def ----- Resists +6% temporal Sharp, long, and deadly. |
Charkarma the voratun dagger (38-49.4 power, 9 apr) Charkarma the voratun dagger (38-49.4 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Arcane Power 38.0 - 49.4 Fire Uses 45% Str, 50% Mag, 45% Dex Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +24 blight +16 fire On Hit: * 24% chance to disease While equipped: Stats +9 Con +5 Mag dps ---------- Melee Ret 20 fire ---------- misc Infravis +3 Sharp, short and deadly. |
creative pulsing mindstar (13.5-14.85 power, 32 apr, nature damage) creative pulsing mindstar (13.5-14.85 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 13.5 - 14.9 Nature Uses 45% Wil, 50% Mag, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +4% Crit.mult +17.00% Mind.pwr +8 (+3 eff.) 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. |
blooming living mindstar of resolve (16-17.6 power, 40 apr, nature damage) blooming living mindstar of resolve (16-17.6 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 16.0 - 17.6 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ----- def ----- Phys.save +5 (+1 eff.) Heal.mod +20% Heal/summ +29 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. |
epiphanous living mindstar (16-17.6 power, 40 apr, mind damage) epiphanous living mindstar (16-17.6 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic This psionic mindstar has an epiphany about dreams. Power 16.0 - 17.6 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 +8% Mind.pwr +14 (+5 eff.) Dmg.mod +20% mind 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. |
horrifying living mindstar of balance (18-19.8 power, 40 apr, nature damage) horrifying living mindstar of balance (18-19.8 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 18.0 - 19.8 Nature 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 +3% mind +8% darkness Melee Ret 5 mind 5 darkness ----- def ----- Phys.save +5 (+1 eff.) Spell.save +7 (+1 eff.) Mind.save +5 (+2 eff.) ---------- misc Equi/ret +1.10 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. |
steel steamsaw 'Arcrot' (13.5-20.25 power, 8 apr) steel steamsaw 'Arcrot' (13.5-20.25 power, 8 apr)3.0 T2 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 13.5 - 20.3 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +20 Uses 1.0 Steam While equipped: Stats +6 Wil dps ---------- Crit.mult +20.00% Mind.pwr +6 (+2 eff.) Dmg.mod +9% mind +12% lightning ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +14% light +14% darkness ---------- misc Max.hate +6.00 Max.psi +30.00 Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
mighty dragonbone longbow of acid mighty dragonbone longbow of acid4.0 T5 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +18 acid While equipped: Stats +5 Str dps ---------- Phys.pwr +11 (+1 eff.) Dmg.mod +23% acid Longbows are used to shoot arrows at your foes. |
quiver of elven-wood arrows of wind (21/21, 43.5-60.9 power, 14 apr) quiver of elven-wood arrows of wind (21/21, 43.5-60.9 power, 14 apr)3.0 T4 arrow ammo [Ego] Nature Power 43.5 - 60.9 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 21 Proj.spd +200% On Hit: * 10% chance to create an air burst Arrows are used with bows to pierce your foes to death. |
Zeruthad the dwarven-steel shield (8 def, 2 armour, 31-37.2 power, 83 block) Zeruthad the dwarven-steel shield (8 def, 2 armour, 31-37.2 power, 83 block)7.0 T3 shield armor [Rare] Master When used to Attack: Power 31.0 - 37.2 Physical Uses 50% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +83 On Hit.r1 +8 blight While equipped: Stats +5 Dex +2 Cun ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +0% Resists +16% physical Crit.dmg- 10.00% ---------- misc See.Invis +6 Talents +3 Block Handheld deflection devices. |
shocking stralite shield (10 def, 2 armour, 49-58.8 power, 150 block) shocking stralite shield (10 def, 2 armour, 49-58.8 power, 150 block)7.0 T4 shield armor [Ego] Nature When used to Attack: Power 49.0 - 58.8 Physical Uses 50% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +150 On Hit: * 28% chance to daze at end of turn While equipped: dps ---------- Melee+ 5 lightning Melee Ret 22 lightning ----- def ----- Armour +2 Defense +10 (+3 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% ---------- misc Talents +4 Block Handheld deflection devices. |
elven-silk robe of nature (+22%) (5 def, 0 armour) elven-silk robe of nature (+22%) (5 def, 0 armour)2.0 T5 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +15% nature ----- def ----- Defense +5 (+1 eff.) Resists +22% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather armour 'Lisinor' (3 def, 6 armour) hardened leather armour 'Lisinor' (3 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: Stats +3 Cun +9 Wil ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +8% physical Crit.dmg- 15.00% Phys.save +19 (+5 eff.) ---------- misc Psi/ret +0.16 Max.hate +6.00 Max.psi +30.00 See.Invis +9 A suit of armour made of leather. |
spiked reinforced leather armour of cold resistance (4 def, 7 armour) spiked reinforced leather armour of cold resistance (4 def, 7 armour)9.0 T4 light armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +21% cold HP.leech%% +0% HP.leech +0% Confus- +0% Sleep- +0% Fear- +0% A suit of armour made of leather. |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
rejuvenating drakeskin leather armour of acid resistance (5 def, 8 armour) rejuvenating drakeskin leather armour of acid resistance (5 def, 8 armour)9.0 T5 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +24% acid HP.reg +5.20 ---------- misc Stam/turn +1.70 A suit of armour made of leather. |
spiked drakeskin leather armour of fire resistance (5 def, 8 armour) spiked drakeskin leather armour of fire resistance (5 def, 8 armour)9.0 T5 light armor [Ego] Master While equipped: dps ---------- Melee Ret 14 physical ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +21% fire A suit of armour made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +0.50 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Bloodcasting: (Instant) Level 2.0 Pwr.cost 36 out of 60/60. Range 10 Travel.spd instantaneous Is a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +0% acid +0% fire +0% nature +0% blight ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
grounding pair of drakeskin leather boots (0 def, 5 armour) grounding pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Ego] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +15% lightning +5% temporal A pair of boots made of leather. |
pair of iron boots 'Mardehad' (9 def, 3 armour) pair of iron boots 'Mardehad' (9 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +15% acid ----- def ----- Armour +3 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Fatigue +2% Resists +6% lightning +6% temporal +6% blight Phys.save +0 (+0 eff.) Poison- +5% Pinning- +0% Stun/Frz- +25% Knockbk- +0% Teleport- +0% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+1 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+1 eff.) Mind.save +10 (+4 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 20 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
naturalist's hardened leather gloves (0 def, 2 armour) naturalist's hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 9 nature Dmg.mod +6% nature ----- def ----- Armour +2 Resists +5% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Gauntlets. But with steam power! |
miner's drakeskin leather cap of strength (+6) (0 def, 9 armour) miner's drakeskin leather cap of strength (+6) (0 def, 9 armour)2.0 T5 head armor [Ego] Master While equipped: Stats +6 Str ----- def ----- Armour +9 Fatigue +5% ---------- misc Infravis +1 A cap made of leather. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
2 agate 2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.0 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. |
pearl pearl0.0 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. |
766 alchemist agate 766 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Wintertide Phial Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 24 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
dwarven lantern of health dwarven lantern of health1.0 T5 lite [Ego] Nature While equipped: ----- def ----- Max.HP +61.00 ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
dwarven steel kinetic stabiliser dwarven steel kinetic stabiliser0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +9 (+2 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap stralite grounding strap0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
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. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 60 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Stimulus Stimulus2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+4 eff.) Phys.save +15 (+4 eff.) Spell.save +15 (+2 eff.) Mind.save +15 (+5 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 3 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 (400/400) Rod of Recall (400/400)2.0 rod charm [Plot Item] Unknown Teleport the user to another zone after 40 turns. Uses 1 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. |
Corrupted heart of the Sandworm Queen Corrupted heart of the Sandworm Queen0.0 heart corpse [Plot Item] Arcane Consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
demon seed [wretchling] (level 50, body) demon seed [wretchling] (level 50, body)0.0 T1 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +5 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, body) demon seed [wretch titan] (level 50, body)0.0 T5 demon seed [Unique] Arcane Attachable to body When attached: ----- def ----- Crit.dmg- 35.00% Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 25, finger) demon seed [champion of Urh'Rok] (level 25, finger)0.0 T6 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/turn +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 48, finger) demon seed [champion of Urh'Rok] (level 48, finger)0.0 T6 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/turn +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, mainhand) demon seed [wretch titan] (level 50, mainhand)0.0 T5 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Corrosive Cone Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 47, offhand) demon seed [dúathedlen] (level 47, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Telepathy Humanoid Demon Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 48, offhand) demon seed [thaurhereg] (level 48, offhand)0.0 T4 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +5 Blood Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 49, offhand) demon seed [champion of Urh'Rok] (level 49, offhand)0.0 T6 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +5 Armoured Leviathan Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 47, offhand) demon seed [forge-giant] (level 47, offhand)0.0 T6 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +5 Flash Block Demon status: alive (100% life). The seed of a demon. |
Achievements
By Mad Demon Rush the Ogre Demonologist level 40
80th Regrowth 123rd year of Ascendancy at 10:04 see stats
By Mad Demon Rush the Ogre Demonologist level 30
1st Decay 122nd year of Ascendancy at 16:21 see stats
By Mad Demon Rush the Ogre Demonologist level 40
77th Regrowth 123rd year of Ascendancy at 17:03 see stats
By Mad Demon Rush the Ogre Demonologist level 36
71st Regrowth 123rd year of Ascendancy at 22:33 see stats
By Mad Demon Rush the Ogre Demonologist level 30
42nd Regrowth 123rd year of Ascendancy at 17:04 see stats
By Mad Demon Rush the Ogre Demonologist level 18
54th Haze 122nd year of Ascendancy at 22:08 see stats
By Mad Demon Rush the Ogre Demonologist level 31
58th Regrowth 123rd year of Ascendancy at 07:05 see stats
By Mad Demon Rush the Ogre Demonologist level 40
37th Pyre 123rd year of Ascendancy at 04:23 see stats
By Mad Demon Rush the Ogre Demonologist level 33
67th Regrowth 123rd year of Ascendancy at 12:27 see stats
By Mad Demon Rush the Ogre Demonologist level 20
58th Haze 122nd year of Ascendancy at 20:33 see stats
By Mad Demon Rush the Ogre Demonologist level 33
66th Regrowth 123rd year of Ascendancy at 10:26 see stats
By Mad Demon Rush the Ogre Demonologist level 18
54th Haze 122nd year of Ascendancy at 22:08 see stats
By Mad Demon Rush the Ogre Demonologist level 41
8th Mirth 123rd year of Ascendancy at 12:53 see stats
By Mad Demon Rush the Ogre Demonologist level 6
78th Pyre 122nd year of Ascendancy at 07:02 see stats
By Mad Demon Rush the Ogre Demonologist level 30
1st Decay 122nd year of Ascendancy at 17:37 see stats
By Mad Demon Rush the Ogre Demonologist level 10
26th Haze 122nd year of Ascendancy at 18:38 see stats
By Mad Demon Rush the Ogre Demonologist level 20
57th Haze 122nd year of Ascendancy at 21:28 see stats
By Mad Demon Rush the Ogre Demonologist level 30
80th Haze 122nd year of Ascendancy at 23:46 see stats
By Mad Demon Rush the Ogre Demonologist level 40
77th Regrowth 123rd year of Ascendancy at 15:02 see stats
By Mad Demon Rush the Ogre Demonologist level 31
58th Regrowth 123rd year of Ascendancy at 20:55 see stats
By Mad Demon Rush the Ogre Demonologist level 23
61st Haze 122nd year of Ascendancy at 04:19 see stats
By Mad Demon Rush the Ogre Demonologist level 21
59th Haze 122nd year of Ascendancy at 16:52 see stats
By Mad Demon Rush the Ogre Demonologist level 18
41st Haze 122nd year of Ascendancy at 06:43 see stats
By Mad Demon Rush the Ogre Demonologist level 31
58th Regrowth 123rd year of Ascendancy at 20:56 see stats
By Mad Demon Rush the Ogre Demonologist level 21
59th Haze 122nd year of Ascendancy at 00:46 see stats
By Mad Demon Rush the Ogre Demonologist level 12
31st Haze 122nd year of Ascendancy at 04:38 see stats
By Mad Demon Rush the Ogre Demonologist level 30
1st Decay 122nd year of Ascendancy at 16:21 see stats
By Mad Demon Rush the Ogre Demonologist level 11
28th Haze 122nd year of Ascendancy at 05:20 see stats
By Mad Demon Rush the Ogre Demonologist level 30
1st Decay 122nd year of Ascendancy at 16:21 see stats
By Mad Demon Rush the Ogre Demonologist level 32
65th Regrowth 123rd year of Ascendancy at 14:05 see stats
By Mad Demon Rush the Ogre Demonologist level 29
79th Haze 122nd year of Ascendancy at 14:02 see stats
By Mad Demon Rush the Ogre Demonologist level 21
59th Haze 122nd year of Ascendancy at 00:48 see stats
By Mad Demon Rush the Ogre Demonologist level 17
40th Haze 122nd year of Ascendancy at 13:05 see stats
By Mad Demon Rush the Ogre Demonologist level 22
60th Haze 122nd year of Ascendancy at 06:33 see stats
By Mad Demon Rush the Ogre Demonologist level 13
32nd Haze 122nd year of Ascendancy at 04:19 see stats
By Mad Demon Rush the Ogre Demonologist level 40
77th Regrowth 123rd year of Ascendancy at 15:16 see stats
Log
Mad Demon Rush's Flame Bolts killed Treant!
Treant is confused and fails to use Attack.
Bane of Confusion from Mad Demon Rush hits Treant for 145 darkness, 145 darkness (291 total damage).
Mad Demon Rush hits Mad Demon Rush for 15 healing, 15 healing (0 total damage) [30 healing].
Treant's armor corrodes!
Mad Demon Rush hits Treant for 399 fire, 718 physical, 52 fire (1169 total damage).
Mad Demon Rush hits Mad Demon Rush for 41 healing, 75 healing, 5 healing (0 total damage) [121 healing].
Mad Demon Rush's Flame Bolts hits Treant for 282 fire damage.
Mad Demon Rush receives 29 healing.
Mad Demon Rush performs a melee critical strike against Treant!
Treant burns with dark flames.
Mad Demon Rush's spell attains critical power!
Mad Demon Rush is filled with dark power!
Only Ashes Left from Mad Demon Rush hits Treant for 80 darkness damage.
Mad Demon Rush hits Treant for 641 fire, 1154 physical, 52 fire (1847 total damage).
Mad Demon Rush hits Mad Demon Rush for 67 healing, 120 healing, 5 healing, 8 healing (0 total damage) [200 healing].
Mad Demon Rush killed Treant!
Mad Demon Rush deactivates Flame of Urh'Rok.
Mad Demon Rush deactivates Bleak Outcome.
Mad Demon Rush deactivates Willful Tormenter.
Mad Demon Rush deactivates Blood Vengeance.
Mad Demon Rush deactivates Shattered Mind.
Mad Demon Rush deactivates Tale of Destruction.
Mad Demon Rush is no longer subject to the dark power.
Mad Demon Rush deactivates Overkill.
Mad Demon Rush deactivates Hardened Core.