









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Possessor Bonus Class 1.7.4Donators/Buyers bonus! Proper Possession 1.7.0
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Starting Prodigy Remixed 1.0.4Prodigies have no level requirements and lessened stat requirements - and all characters start with one. Items Vault 1.7.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Nekarcos's Quality of Life 04: Healing Reduction 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Temporal Warden Tweaks 1.5.0Assorted quality-of-life tweaks for Temporal Wardens. If you know at least one talent in the Chronomancy/Blade Threading or Chronomancy/Bow Threading trees, then:
Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Shoot Tweak 1.5.5This addon will cause all actors to generate with the 'Shoot' talent. Useful for Adventurers in particular. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Insane Roguelike |
Sex | Male |
Race | Ghoul |
Class | Bulwark |
Level / Exp | 50 / 1717% |
Size | big |
Lifes / Deaths | Killed by carrion worm mass at level 50 on the 21st Destruction 124th year of Ascendancy at 00:52 / 3Killed by Daboi's Inner Demon at level 50 on the 22nd Destruction 124th year of Ascendancy at 01:22 Killed by Daboi's Inner Demon at level 50 on the 22nd Destruction 124th year of Ascendancy at 01:30 |
Primary Stats
Strength | 153 (base 60) |
Dexterity | 89 (base 60) |
Constitution | 86 (base 60) |
Magic | 71 (base 60) |
Willpower | 82 (base 60) |
Cunning | 102 (base 60) |
Resources
Life | -311/2288 |
Stamina | 506/506 |
Equilibrium | 0 |
Healing Factor | 1.4458352098046 |
Regeneration | 17.395857530117 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 9 |
See Stealth | 85.495478472118 |
See Invisible | 85.495478472118 |
Offense: Mainhand
Damage | 218 |
Accuracy | 77 |
Crit Chance | 44% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 23 |
Crit Chance | 46% |
Speed | 1 |
Offense: Mind
Mindpower | 79 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Fire | +12% |
Blight | +14% |
Physical | +10% |
Cold | -3% |
All | +2% |
Offense: Damage Penetration
Acid | +56% |
Light | +46% |
Blight | +51% |
Physical | +52% |
Fire | +56% |
All | +41% |
Defense: Base
Armour (hardiness) | 66.063402816797 (100%) |
Defense | 85 |
Ranged Defense | 85 |
Fatigue | 0 |
Physical Save | 83 |
Spell Save | 67 |
Mental Save | 51 |
Defense: Resistances
Acid | + 54%( 70%) |
Blight | + 69%( 70%) |
Arcane | + 52%( 70%) |
Cold | + 43%( 70%) |
All | + 43%( 70%) |
Lightning | + 54%( 70%) |
Light | + 51%( 70%) |
Temporal | + 49%( 70%) |
Mind | + 48%( 70%) |
Darkness | + 66%( 70%) |
Fire | + 70%( 70%) |
Nature | + 58%( 70%) |
Defense: Immunities
Stun Resistance | 77% |
Bleed Resistance | 100% |
Confusion Resistance | 74% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 40% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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 and physical effect and reduce all damage taken by 33% for 3 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: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 263 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 874 life over 5 turns. Its effects scale with your Strength stat. |
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 heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Technique / Superiority | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Undead / Ghoul | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Orc | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +2 Cun +3 Con dps ---------- Phys.crit +2.0% Phys.pwr +3 (+0 eff.) Mov.spd +10% Dmg.mod +12% blight Res.pen +10% blight +11% physical +15% acid Melee Ret 2 blight ----- def ----- Armour +4 Defense +9 (+2 eff.) Fatigue +3% Phys.save +13 (+3 eff.) Mind.save +16 (+6 eff.) Disengage: Puts all charms on 17 cooldown Level 1.2 Pwr.cost 17 out of 30/30. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 111% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +6 Wil dps ---------- Melee Ret 28 temporal 22 mind 8 cold ----- def ----- Resists +6% blight +10% temporal +6% mind +21% cold Affinity +12% mind +12% light ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +9 Str +18 Dex +9 Cun +7 Con dps ---------- Crit.mult +5.00% On Hit (Melee): * 21% chance to reduce all saves and defense by 42 ----- def ----- Armour +5 Fatigue +5% Resists +25% darkness +3% mind Mind.save +6 (+2 eff.) ---------- misc Psi/ret +0.08 Max.hate +2.00 Max.psi +30.00 Infravis +6 Talents +1 Bastion Bastion: Passive - Increases Physical, Mind, and Spell Saves by 15.12 per each enemy you can see in a radius of 2. The increase is based on the average of your Dexterity, Magic, and Willpower stats. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +7 Dex +2 Mag +1 Wil +10 Cun +2 Con dps ---------- Acc +8 (+1 eff.) Apr +10 ----- def ----- Armour +3 Resists +15% darkness +20% blight +3% light +6% nature +16% arcane Affinity +9% nature Spell.save +19 (+4 eff.) HP.reg +4.00 ---------- misc Stam/turn +1.50 Max.stam +39.00 Infravis +1 Masteries +0.20 Wild-gift/Antimagic Unarmed combat: Power 27.5 - 30.3 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +12 Crit +5.0% Atk.spd 100% On Hit: 10% Nightmare 5 On Hit: 15% Perfect Strike 5 On Crit: 20% Call of the Ooze 2 Steady Shot: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +7 Str +5 Mag +3 Con dps ---------- Spell.crit +9% Crit.mult +18.00% Phys.pwr +9 (+1 eff.) Res.pen +5% light +15% fire Apr +8 ----- def ----- Resists +12% light +15% fire ---------- misc Max.mana +60.00 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+9 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +4 Cun +4 Str dps ---------- Melee+ 18 physical Ranged+ 12 physical Melee Ret 5 temporal 10 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 42 On Hit (Ranged): * 12% chance to reduce all saves and defense by 42 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 12 cooldown Level 6.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 177% weapon damage. If the attack hits, the target will bleed for 331% weapon damage over 7 turns, and all healing will be reduced by 73%. Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% fire -5% cold ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
In main hand | ![]() 3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+3 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% (cooling down: 15 turns) Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Around waist | Cord of the Steeled Mind Cord of the Steeled Mind1.0 T2 belt armor [Unique] Psionic While equipped: dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Mind.save +27 (+9 eff.) Confus- +24% Stun/Frz- +27% ---------- misc Talents +1 Iron Resolve Iron Resolve: Through sheer Willpower, you become more resilient to damage. Increases resistance to all damage by 41.0%. This bonus is based off of your Willpower stat. A belt of metal woven together so tightly no mortal hands could have crafted it. Yet somehow, it bends easily to your will. |
In off hand | ![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Steamtech When used to Attack: Power 49.0 - 58.8 Physical Uses 40% Wil, 50% Mag, 130% Str Acc+ +2.0% proc dam (max 200%) Crit +7.0% Block +230 While equipped: ----- def ----- Armour +11 Defense +22 (+5 eff.) Fatigue +8% Phys.save +20 (+4 eff.) ---------- misc Talents +4 Block Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+0 eff.) Mov.spd +10% ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 29 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 50.71 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T5 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T5 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T5 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T5 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T5 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 7 light 5 darkness Dmg.mod +5% light +5% darkness On Melee Ret: * 6% chance to reduce damage dealt by 34% * 6% chance to blind ----- def ----- Phys.save +11 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +11 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Dex +6 Mag +10 Cun dps ---------- Dmg.mod +17% arcane Acc +11 (+2 eff.) Melee Ret 14 arcane 10 cold ----- def ----- Defense +15 (+3 eff.) Resists +17% arcane +6% nature Spell.save +6 (+1 eff.) Mind.save +12 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.72 cold and 20.10 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 34 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Mag dps ---------- Phys.pwr +30 (+3 eff.) Melee Ret 11 arcane 7 cold ----- def ----- Resists +9% mind +5% arcane ---------- misc Stam/turn +2.00 Hate/m.crit +2.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Nature While equipped: dps ---------- Melee+ 7 molten rock Ranged+ 6 warp Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Phys.save +7 (+1 eff.) Disease- +15% Rings make your fingers look great! It was changed by the digestive sack. |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +21% lightning +15% cold +15% temporal Mind.save +14 (+5 eff.) HP.reg +4.08 Confus- +69% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 3.0 T5 longsword 1H weapon [Rare] Arcane Power 44.0 - 61.6 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 cold On Hit.r1 +10 lightning While equipped: Stats +2 Str +6 Wil dps ---------- Mind.crit +3% Mind.pwr +10 (+2 eff.) Res.pen +9% lightning ---------- misc Max.psi +20.00 Sharp, long, and deadly. |
Oathblade (21-29 power, 0 apr) Oathblade (21-29 power, 0 apr)3.0 T2 longsword 1H weapon [Unique] Nature/Master Power 21.0 - 29.4 Physical Uses 40% Wil, 30% Dex, 70% Mag 70% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Crit +5.0% Atk.spd 100% Block +21 Melee+ +16 light Dmg.conv 15% light While equipped: dps ---------- Dmg.mod +3% blight +12% physical ----- def ----- Resists +6% temporal ---------- misc Stam/ret +0.90 Talents +1 Lightbound Oath +1 Block This weapon counts as a shield for the purposes of talents and blocking. Lightbound Oath: Passive - Allows you to dual-wield any two one handed weapons. Additionaly, gain a 47% chance to parry attacks, reducing damage taken by up to 25% and deal 242% of the deflected amount back as Light damage in retaliation. These effects scale off of your Dexterity and Magic respectively. Your Parry chance is halved if you are not dual-wielding. One of the weapons once wielded by a mysterious group of crusading warriors from beyond the horizon. Vows to an unknown entity of the Light are etched into the blade. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Nature/Master Power 56.5 - 79.1 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +117 fire While equipped: Stats +2 Wil dps ---------- Phys.crit +1.0% All.spd +13% Dmg.mod +9% physical Res.pen +44% fire ----- def ----- Die.at -60.00 life Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, long, and deadly. |
Thunderstruck (22-31 power, 5 apr) Thunderstruck (22-31 power, 5 apr)3.0 T2 mace 1H weapon [Unique] Arcane/Master Power 22.0 - 30.8 Physical Uses 40% Wil, 30% Dex, 50% Mag 80% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +10.0% Atk.spd 100% On Hit.r1 +6 physical On Crit.r2 +11 lightning On Hit: * 25% chance to unleash a greater blast of thunderous power, dealing 122.14 lightning damage (based on Strength), potentially knocking the target back. While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Disarm- +23% A charred and blackened wooden club, struck by some otherworldly lightning and imbued with unpredictable power. |
![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 13.0 - 14.3 Mind Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +16% mind +8% darkness Res.pen +9% mind +10% darkness ----- def ----- Phys.save +5 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) ---------- misc Equi/ret +1.30 Max.hate +6.00 Talents +1 Attune Mindstar 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. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 21.0 - 29.4 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +20 fire While equipped: dps ---------- Dmg.mod +15% fire Res.pen +10% nature Acc +9 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 71% ----- def ----- Defense +9 (+2 eff.) Resists +6% light +3% blight Spell.save +9 (+2 eff.) Disarm- +31% One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +5 Dex +2 Con dps ---------- Mind.pwr +7 (+1 eff.) Melee Ret 8 physical ----- def ----- Resists +2% physical Phys.save +14 (+3 eff.) Die.at -80.00 life A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +3 Dex +3 Cun +5 Lck ----- def ----- Stealth +8 ---------- misc T.Disarm +13 Infravis +4 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+0 eff.) ----- def ----- Armour +2 Defense +9 (+2 eff.) Resists +15% cold Phys.save +10 (+2 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.crit +4.0% Phys.pwr +21 (+2 eff.) Spell.pwr +8 (+1 eff.) Dmg.mod +9% arcane Apr +6 ----- def ----- Armour +5 Phys.save +12 (+2 eff.) ---------- misc Max.mana +60.00 Max.stam +30.00 Take an offensive stance for 10 turns. As you attack your foes, you knock your target and foes adjacent to them in a frontal arc back (up to 3 grids).. Uses 17 power out of 30/30 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +5 (+1 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Unarmed combat: Power 6.0 - 6.6 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Apr +1 Crit +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Nature/Psionic While equipped: dps ---------- Melee+ 7 arcane 5 lightning Dmg.mod +4% arcane +5% lightning ----- def ----- Armour +3 Fatigue +5% Mind.save +7 (+3 eff.) HP.reg +3.20 ---------- misc Stam/turn +0.70 Psi/turn +0.31 Unarmed combat: Power 30.0 - 42.0 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +9 Apr +15 Crit +10.0% Atk.spd 83% Dmg.conv 10% arcane 10% lightning On Hit: 10% Second Wind 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 4 blight 3 physical Dmg.mod +2% blight +2% physical ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+1 eff.) Unarmed combat: Power 25.0 - 35.0 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +8.0% Atk.spd 83% Dmg.conv 10% blight 10% physical Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-1 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-2 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +15% cold Res.pen +10% physical Apr +4 ----- def ----- Armour +4 Defense +10 (+2 eff.) Fatigue +4% Resists +10% lightning +6% temporal Die.at -80.00 life ---------- misc Stam/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: dps ---------- Melee Ret 2 arcane ----- def ----- Armour +9 Fatigue +22% Resists +16% lightning +6% arcane +6% mind +15% acid Spell.save +10 (+2 eff.) A suit of armour made of metal plates. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 58.0 - 69.6 Fire Uses 40% Wil, 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+4 eff.) Rng.Def +15 (+3 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 27.5 - 33.0 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +94 While equipped: dps ---------- On shield block: * 20% chance to use Warden's Vigor and lower the cooldown of up to 3 random talent(s). This effect has a 20 turn cooldown. * Cause enemies within radius 6 to bleed for 195 physical damage over 5 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +12% acid +13% physical +6% light +5% arcane +3% nature +6% darkness ---------- misc Talents +1 Block Cooldown Block -1 Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 28.5 - 34.2 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 While equipped: dps ---------- On Hit (Melee): * 6% chance to slow global speed by 71% On Melee Ret: * 7% chance to slow global speed by 71% ----- def ----- Armour +6 Fatigue +8% Max.HP +42.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 79.0 - 94.8 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +207 On Crit.r2 +21 light +20 fire On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +8 (+1 eff.) On shield block: * Deals 54 light and fire damage to each enemy blocked ----- def ----- Armour +10 Fatigue +8% Resists +10% light +9% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-6 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+2 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() 3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% blight ----- def ----- Resists +8% fire +7% darkness +6% mind Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Max.HP +77.00 ---------- misc Mana/turn +0.04 Mana/s.crit +1.00 Vim/s.crit +2.00 Max.stam +21.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 57 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 10 temporal ----- def ----- Resists +5% temporal ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
DeWolve Bandolier DeWolve Bandolier2.0 T2 misc tool [Unique] Arcane/Master While equipped: Stats +2 Cun +3 Con dps ---------- Res.pen +6% acid +5% fire +7% nature ---------- misc Talents +1 Volatile Mixture Equip a bandolier holding up to 5 volatile alchemical mixtures, allowing you to attack from range. You automatically reload 1 mixture per turn while resting or moving. Each mixture randomly inflicts one of the following effects: 203.4 Fire damage, 162.7 Acid damage that corrodes armor, or 254.2 Poison damage over 6 turns. Damage is based on Magic and Cunning One of several bandoliers of dangerous weaponized potions used by servants of the criminal alchemist Jheren DeWolve. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 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. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 115 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 34% ----- def ----- Resists +3% lightning Reveal the area around you, dispelling darkness (radius 11, power 74 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 11 cooldown 100% to increase all damage by 12% for 2 turns. 100% to heal for 42. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 17 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Daboi the Orc Bulwark level 28
30th Revenge 124th year of Ascendancy at 19:08 see stats
By Daboi the Orc Bulwark level 14
23rd Retaking 124th year of Ascendancy at 19:52 see stats
By Daboi the Orc Bulwark level 35
4th Dearth 124th year of Ascendancy at 13:38 see stats
By Daboi the Orc Bulwark level 45
13rd Loss 124th year of Ascendancy at 01:33 see stats
By Daboi the Orc Bulwark level 31
42nd Revenge 124th year of Ascendancy at 16:21 see stats
By Daboi the Orc Bulwark level 30
41st Revenge 124th year of Ascendancy at 08:31 see stats
By Daboi the Orc Bulwark level 10
15th Retaking 124th year of Ascendancy at 22:16 see stats
By Daboi the Orc Bulwark level 20
18th Revenge 124th year of Ascendancy at 05:43 see stats
By Daboi the Orc Bulwark level 30
35th Revenge 124th year of Ascendancy at 23:07 see stats
By Daboi the Orc Bulwark level 40
18th Dearth 124th year of Ascendancy at 03:30 see stats
By Daboi the Orc Bulwark level 50
42nd Loss 124th year of Ascendancy at 11:12 see stats
By Daboi the Orc Bulwark level 50
16th Destruction 124th year of Ascendancy at 08:12 see stats
By Daboi the Orc Bulwark level 40
18th Dearth 124th year of Ascendancy at 06:00 see stats
By Daboi the Orc Bulwark level 45
13rd Loss 124th year of Ascendancy at 07:41 see stats
By Daboi the Orc Bulwark level 29
33rd Revenge 124th year of Ascendancy at 16:23 see stats
By Daboi the Orc Bulwark level 47
15th Loss 124th year of Ascendancy at 19:01 see stats
By Daboi the Orc Bulwark level 50
44th Loss 124th year of Ascendancy at 03:52 see stats
By Daboi the Orc Bulwark level 49
42nd Loss 124th year of Ascendancy at 02:49 see stats
By Daboi the Orc Bulwark level 22
20th Revenge 124th year of Ascendancy at 00:15 see stats
By Daboi the Orc Bulwark level 33
25th Pain 124th year of Ascendancy at 09:43 see stats
By Daboi the Orc Bulwark level 17
32nd Retaking 124th year of Ascendancy at 22:22 see stats
By Daboi the Orc Bulwark level 50
21st Destruction 124th year of Ascendancy at 00:52 see stats
By Daboi the Orc Bulwark level 48
41st Loss 124th year of Ascendancy at 02:33 see stats
Log
Daboi redirects the effect 'Counterstrike'!
Daboi redirects the effect 'Counterstrike'!
Greater Weapon Focus from Daboi's Inner Demon performs a melee critical strike against Daboi!
Daboi redirects the effect 'Counterstrike'!
Daboi redirects the effect 'Counterstrike'!
Daboi's Inner Demon shrugs off Daboi's Inner Demon's 'Counterstrike'!
Daboi's Blinding Powder is disrupted by his wounds!
Daboi's Inner Demon performs a melee critical strike against Daboi!
Daboi's Inner Demon performs a melee critical strike against Daboi!
Daboi's Inner Demon roars triumphantly.
Daboi redirects the effect 'Counterstrike'!
Daboi's Inner Demon shrugs off Daboi's Inner Demon's 'Counterstrike'!
Daboi redirects the effect 'Counterstrike'!
Daboi's Inner Demon shrugs off Daboi's Inner Demon's 'Counterstrike'!
Daboi redirects the effect 'Counterstrike'!
Daboi redirects the effect 'Counterstrike'!
Daboi redirects the effect 'Counterstrike'!
Daboi's Inner Demon performs a melee critical strike against Daboi!
Daboi's Inner Demon performs a melee critical strike against Daboi!
Daboi redirects the effect 'Counterstrike'!
Daboi redirects the effect 'Counterstrike'!
Daboi redirects the effect 'Counterstrike'!
Daboi's Inner Demon shrugs off Daboi's Inner Demon's 'Counterstrike'!
Daboi's Inner Demon HEALS from mind damage!
Melee retaliation hits Daboi's Inner Demon for (14 blocked), 0 temporal, 7 mind, 1 healing, (5 blocked), 0 physical, (24 reduced), 24 healing, (1 blocked), 0 blight, (4 blocked), 0 cold, (14 blocked), 0 temporal, 4 mind, (5 blocked), 0 physical, (24 reduced), 24 healing, (1 blocked), 0 blight, (4 blocked), 0 cold, (14 blocked), 0 temporal, 7 mind, 1 healing, (5 blocked), 0 physical, (24 reduced), 24 healing, (1 blocked), 0 blight, (4 blocked), 0 cold, (12 blocked), 0 temporal, 6 mind, 1 healing, (5 blocked), 0 physical, (24 reduced), 24 healing, (1 blocked), 0 blight, (3 blocked), 0 cold, (12 blocked), 0 temporal, 6 mind, 1 healing, (5 blocked), 0 physical, (24 reduced), 24 healing, (1 blocked), 0 blight, (3 blocked), 0 cold, (12 blocked), 0 temporal, 6 mind, 1 healing, (5 blocked), 0 physical, (24 reduced), 24 healing, (1 blocked), 0 blight, (3 blocked), 0 cold, (12 blocked), 0 temporal, 3 mind, (5 blocked), 0 physical, (24 reduced), 24 healing, (1 blocked), 0 blight, (3 blocked), 0 cold (39 total damage) [176 healing].
Greater Weapon Focus from Daboi's Inner Demon hits Daboi for (86 flat reduction), 118 physical, (29 flat reduction), 0 physical (118 total damage).
Daboi's Inner Demon hits Daboi's Inner Demon for (224 blocked), 0 physical (0 total damage).
Daboi's Inner Demon hits Daboi for (86 flat reduction), 133 physical, (86 flat reduction), 217 physical, (29 flat reduction), 0 physical, (11 flat reduction), 0 physical, (86 flat reduction), 109 physical, (86 flat reduction), 203 physical (661 total damage).
Daboi the level 50 ghoul bulwark was crushed to death by a Daboi's Inner Demon on level 5 of The Slumbering Caves.
Daboi's Inner Demon prepares for the next kill!