









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Everyone Options 1.4.5Starts characters off with category points instead of categories known. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Store Restocker 1.5.5Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
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 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 |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Doombringer |
Level / Exp | 28 / 55% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 73 (base 59) |
Dexterity | 70 (base 50) |
Constitution | 62 (base 54) |
Magic | 64 (base 54) |
Willpower | 66 (base 54) |
Cunning | 65 (base 50) |
Resources
Life | 4420/4420 |
Steam | 125/125 |
Stamina | 434/434 |
Vim | 173/173 |
Healing Factor | 1.3682068965517 |
Regeneration | 40.268656844222 |
Speed
Mental | +33.75% |
Attack | +33.75% |
Movement | +190% |
Spell | +33.75% |
Global | +139.33453708906% |
Vision
Sight | 12 |
Lite | 17 |
Infravision | 10 |
See Stealth | 81.62832665258 |
See Invisible | 82.62832665258 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major, animal/canine |
Offense: Mainhand
Damage | 154 |
Accuracy | 79 |
Crit Chance | 109% |
APR | 40 |
Speed | 0.75 |
Offense: Spell
Spellpower | 109 |
Crit Chance | 73% |
Speed | 0.74766355140187 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 107 |
Crit Chance | 73% |
Speed | 0.74766355140187 |
Offense: Damage Bonus
Light | +57% |
Lightning | +11% |
Fire | +37% |
Acid | +5% |
Offense: Damage Penetration
Darkness | +5% |
Physical | +14% |
Lightning | +14% |
Defense: Base
Armour (hardiness) | 153.66907417812 (97.241379310345%) |
Defense | 59 |
Ranged Defense | 59 |
Fatigue | 13 |
Physical Save | 42 |
Spell Save | 69 |
Mental Save | 65 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 37%( 70%) |
All | + 15%( 70%) |
Darkness | + 70%( 70%) |
Light | + 28%( 70%) |
Fire | + 70%( 70%) |
Lightning | + 43%( 70%) |
Defense: Immunities
Pinning Resistance | 24% |
Bleed Resistance | 50% |
Confusion Resistance | 13% |
Instadeath Resistance | 100% |
Stun Resistance | 4% |
Poison Resistance | 49% |
Blind Resistance | 18% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 432 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 cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 16% (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: 15 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 or physical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 335 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
Corruption / Wrath | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torture | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Heart of Fire | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Fearfire | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Brutality | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic strength | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Oppression | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Effects
talent | Flame of Urh'Rok |
talent | Eternal Suffering |
talent | Chant of Fortitude |
talent | Horrifying Blows |
talent | Share the Pain |
talent | Abyssal Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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 upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 40. | 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. | active |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed minotaur nose. | 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +3 Mag +2 Cun dps ---------- Melee Ret 12 lightning On Hit (Melee): * 10% chance to disease ----- def ----- Armour +3 Defense +15 (+4 eff.) Fatigue +3% Resists +6% blight +6% lightning Spell.save +1 (+0 eff.) ---------- misc Spell.cld 10% Evasion: (Instant) Puts all charms on 16 cooldown Level 4.0 Pwr.cost 16 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 35 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +20% light Melee Ret 18 fire ----- def ----- Resists +11% darkness +6% fire Affinity +5% light ---------- misc Light +8 See.Stealth +6 Sun Flare: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 129.15 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +3 Wil +3 Cun dps ---------- Res.pen +5% darkness Acc +9 (+2 eff.) Apr +5 On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +4 Fatigue +4% Resists +5% blight +3% acid +13% light +20% darkness Spell.save +6 (+1 eff.) Mind.save +10 (+2 eff.) ---------- misc Light +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Cun dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning Melee Ret 4 darkness On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +22% lightning +15% fire +3% light Spell.save +36 (+9 eff.) Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Str +5 Dex +2 Mag +4 Wil dps ---------- Acc +10 (+2 eff.) Melee Ret 8 fire ----- def ----- Resists +18% fire ---------- misc Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +2 Dex +3 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Fatigue -6% Resists +7% acid +7% fire +6% lightning +6% cold D.Red.from +18% Summoned Phys.save +5 (+2 eff.) Mind.save +3 (+1 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Power 168% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +16 Crit +20.0% Atk.spd 100% Melee+ +20 darkness Against +14% Living On Hit: * 33% chance to daze at end of turn While equipped: Stats +5 Str +5 Dex +5 Mag +3 Wil +6 Cun +5 Con dps ---------- Res.pen +14% lightning +14% physical Acc +13 (+3 eff.) Apr +12 On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +5% arcane Phys.save +9 (+3 eff.) Stun/Frz- +5% Massive two-handed battleaxes. |
On hands | ![]() 1.5 T3 hands armor [Ego+] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 8 acid Dmg.mod +5% acid Acc +7 (+2 eff.) ----- def ----- Armour +2 Resists +6% darkness +7% acid ---------- misc Infravis +2 Talents +1 Spring Grapple Unarmed combat: Power 122% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.1% dam / acc Acc +7 Apr +9 Crit +14.0% Atk.spd 83% Melee+ +10 darkness On Crit.r2 +10 acid On Hit: 10% Acid Breath 3 On Crit: 10% Dominate 3 Track: Puts all charms on 8 cooldown Level 2.6 Pwr.cost 8 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T2 massive armor [Random Unique] Master While equipped: dps ---------- Melee Ret 4 darkness 10 physical ----- def ----- Armour +20 Defense +4 (+1 eff.) Fatigue +18% Resists +6% blight +6% cold Phys.save +6 (+2 eff.) HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T3 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Acc +21 (+5 eff.) ----- def ----- Armour +7 Defense +2 (+1 eff.) Fatigue -6% Resists +14% cold Max.HP +58.00 ---------- misc Max.stam +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego++] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Mind.save +6 (+1 eff.) Blind- +18% Confus- +13% ---------- misc Infravis +3 Sight +2 See.Invis +7 Amulets can have magical properties. |
Inventory
![]() 0.1 T1 implant scroll [Normal] 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 122% efficiency and cooldown mod of 88%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] 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 87% efficiency and cooldown mod of 79%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] 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 80% efficiency and cooldown mod of 91%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] 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 82% efficiency and cooldown mod of 98%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.4 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 22 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 20 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 94 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 398 life over 5 turns. 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 |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (74% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (74% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (74% of a turn) Is a spell Description: Inflicts 414.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (74% of a turn) Is a spell Description: Activate the rune to become invisible (power 7) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Cun ----- def ----- Fatigue -5% HP.reg +0.90 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +15% ---------- misc Infravis +3 Sight +2 See.Invis +7 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 278 strength, based on Magic) for 5 turns. Uses 13 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) HP.reg +0.80 Stun/Frz- +22% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +6 Resists +22% lightning Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% light ----- def ----- Resists +24% light Mind.save +8 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
![]() 5.0 T2 staff 2H weapon [Rare] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +4 mind While equipped: dps ---------- Spell.crit +2% Mind.crit +3% Crit.mult +10.00% Spell.pwr +6 (+1 eff.) Dmg.mod +15% acid +3% mind Melee Ret 12 nature On Hit (Melee): * 6% chance to blind ----- def ----- Defense +7 (+2 eff.) ---------- misc Equi/ret +0.04 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 1.0 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 6 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 182.96 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Nature Power 117% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +10 temporal +10 nature +8 light While equipped: dps ---------- Melee Ret 8 light ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +6% darkness Phys.save +18 (+6 eff.) Disarm- +5% Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Master Power 131% Range: 1.5x Uses 120% Str Dmg Mind Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 20% chance to cause random gloom While equipped: dps ---------- Res.pen +5% mind Acc +12 (+3 eff.) On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Disarm- +35% Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 139% Range: 1.3x Uses 10% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 6 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 5.0 T2 greatmaul 2H weapon [Ego++] Nature/Psionic Power 138% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 21% chance to corrode armour by 30% * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +9% acid ----- def ----- HP.reg +0.98 Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Master Power 132% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +24 light While equipped: Stats +5 Con dps ---------- Phys.pwr +12 (+3 eff.) Res.pen +10% physical On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% acid +3% light +6% nature Disarm- +18% Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Master Power 149% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Crit.mult +10.00% Mind.pwr +6 (+1 eff.) Acc +12 (+3 eff.) ----- def ----- Defense +13 (+3 eff.) Resists +6% mind Mind.save +10 (+2 eff.) Heal/summ +30 Disarm- +33% ---------- misc Telepathy Humanoid/Orc Massive two-handed mauls. |
![]() 3.0 T1 trident 2H weapon [Unique] Arcane Power 125% Range: 1.4x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+2 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 43 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 28.71 cold damage and 28.71 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() 3.0 T1 mace 1H weapon [Rare] Nature Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Melee+ +13 insidious poison While equipped: dps ---------- Res.pen +15% arcane +5% mind Melee Ret 8 mind ----- def ----- Resists +5% arcane ---------- misc Max.psi +20.00 Blunt and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 120% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight On Hit: 10% Greater Weapon Focus 2 While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Arcane Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 light +6 cold While equipped: dps ---------- Res.pen +5% light Melee Ret 8 light ----- def ----- Resists +9% darkness +6% blight Cut- +15% One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Psionic Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 darkness Against +7% Living On Hit.r1 +16 physical While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Melee Ret 8 physical ----- def ----- Armour +4 Resists +2% physical Mind.save +3 (+1 eff.) Cut- +10% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Disrupt/Master/Psionic Power 120% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +9 darkness +4 light Against +7% Living On Hit.r1 +8 acid On Crit.r2 +4 light On Hit: * Slows global speed by 8% * leeches stamina from the target While equipped: dps ---------- Dmg.mod +3% acid +9% physical Res.pen +5% acid +8% physical Apr +8 Melee Ret 10 nature slow On Hit (Melee): * 30% chance to blind One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Rare] Master Power 109% Range: 1.3x Uses 45% Dex, 45% Str Dmg Fire Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 nature On Crit: * cripple the target While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +9% nature Res.pen +20% fire Melee Ret 8 nature 16 fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +9% fire Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 45% Dex, 10% Mag, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 5 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 202.45 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane Power 148% Range: 1.3x Uses 45% Dex, 45% Str Dmg Acid Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +27 acid On Hit.r1 +12 fire On Hit: * 40% chance to corrode armour by 30% On Crit: * splashes the target with acid While equipped: ----- def ----- Armour +6 Resists +3% nature +6% mind Confus- +10% Sharp, short and deadly. |
![]() 4.0 T3 sling 1H weapon [Rare] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +8 While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +3% lightning Acc +8 (+2 eff.) ---------- misc Telepathy Humanoid/Orc Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 steamgun 1H weapon [Random Unique] Nature/Disrupt/Master/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +17 nature On Crit: * silences the target Uses 2.0 Steam While equipped: Stats +2 Str +1 Cun +2 Wil dps ---------- Phys.pwr +7 (+1 eff.) Res.pen +12% nature ----- def ----- Resists +9% lightning +4% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T4 arrow ammo [Random Unique] Arcane/Nature/Master Power 166% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 20 Rld cld 3 Proj.spd +200% Ranged+ +4 temporal On Hit.r1 +12 temporal On Hit: * 10% chance to create an air burst Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T3 shield armor [Random Unique] Arcane/Master While equipped: Stats +1 Str +4 Mag +5 Con dps ---------- Res.pen +20% temporal On Melee Ret: * 27% chance to blind ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Resists +17% lightning +3% temporal +12% light ---------- misc Wards +1 lightning +3 temporal +2 blight +1 fire +3 cold Talents +1 Ward +3 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 46.93 to 58.67 physical damage (based on Willpower and Cunning) with knockback. Uses 6 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T2 light armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +27% acid +12% lightning Res.pen +25% lightning Apr +7 ----- def ----- Armour +4 Defense +8 (+2 eff.) Fatigue +7% ---------- misc Stam/turn +0.70 Second Wind: (Instant) Puts all charms on 19 cooldown Level 5.0 Pwr.cost 19 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 190 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 14.0 T2 heavy armor [Random Unique] Master/Psionic While equipped: dps ---------- Res.pen +15% blight On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +15% acid +20% fire +6% mind +9% blight Mind.save +14 (+3 eff.) A suit of armour made of mail. |
![]() 17.0 T2 massive armor [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Dmg.mod +18% blight Res.pen +10% arcane ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +22% Resists +15% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +100.00 A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +5 (+1 eff.) Fatigue +24% Max.HP +61.00 HP.reg +1.60 Heal.mod +16% A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Cun +3 Wil dps ---------- Dmg.mod +15% mind ----- def ----- Armour +6 Resists +9% lightning Mind.save +20 (+5 eff.) ---------- misc Max.psi +20.00 Create a temporary shield that absorbs 197 damage Puts all charms on 16 cooldown A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +3 (+0 eff.) Res.pen +10% lightning Melee Ret 4 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Spell.save +5 (+1 eff.) ---------- misc Equi/ret +0.04 Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: ----- def ----- Armour +4 Resists +15% acid Anom.red +15 Max.HP +68.00 Blind- +20% Cut- +25% Confus- +20% Pinning- +15% ---------- misc Max.mana +49.00 Max.stam +47.00 Max.hate +16.00 Max.psi +26.00 Max.vim +28.00 Max.P.En +28.00 Max.N.En +28.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 13 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire Res.pen +20% fire Melee Ret 4 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Defense +6 (+2 eff.) Resists +3% darkness Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +3 Wil ----- def ----- Defense +1 (+0 eff.) Fatigue -8% Resists +6% lightning ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Resists +12% fire +2% physical Mind.save +3 (+1 eff.) Silence- +21% Confus- +20% Stun/Frz- +45% A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +10% mind ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Resists +12% fire Spell.save +3 (+0 eff.) Mind.save +3 (+1 eff.) Heal/summ +20 ---------- misc Equi/ret +0.04 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +3 Defense +12 (+3 eff.) Fatigue +3% HP.reg +2.10 Heal.mod +16% Evasion: (Instant) Puts all charms on 16 cooldown Level 4.0 Pwr.cost 16 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 35 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +1 Mag +2 Cun +4 Con ----- def ----- Armour +3 Fatigue +3% Phys.save +12 (+4 eff.) Spell.save +2 (+0 eff.) Mind.save +14 (+3 eff.) ---------- misc Spell.cld 10% A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +1 Con dps ---------- Crit.mult +3.00% Acc +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +4% physical Phys.save +22 (+7 eff.) Mind.save +11 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 96% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Unarmed combat: Power 122% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 83% Melee+ +10 crippling poison Fire a poisonous bolt out to range 6 that deals 16 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 49 addition nature damage over 3 turns (damage based on Cunning). Uses 7 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
![]() 1.5 T3 hands armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +10 (+2 eff.) On Hit (Melee): * 30% chance to corrode armour by 30% On Melee Ret: * 15% chance to reduce effective powers by 20% * 24 arcane resource burn ----- def ----- Armour +2 Resists +3% acid Spell.save +11 (+2 eff.) HP.reg +1.50 ---------- misc Stam/turn +0.80 Max.stam +10.00 Unarmed combat: Power 120% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.1% dam / acc Acc +5 Apr +9 Crit +13.0% Atk.spd 83% Melee+ +16 darkness On Hit: 10% Slumber 3 On Hit: * 18% chance to reduce effective powers by 20% * 18 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Acc +16 (+4 eff.) ----- def ----- Armour +2 Phys.save +5 (+2 eff.) Mind.save +6 (+1 eff.) Disarm- +28% Unarmed combat: Power 121% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.1% dam / acc Acc +13 Apr +9 Crit +15.0% Atk.spd 83% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Armour +6 Defense +10 (+3 eff.) Rng.Def +9 (+2 eff.) Resists +16% nature Die.at -80.00 life Disease- +5% Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% cold Res.pen +15% acid ----- def ----- Defense +2 (+1 eff.) Resists +6% temporal +3% darkness +6% blight +15% cold +15% fire Spell.save +6 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +12 Wil dps ---------- Mind.pwr +4 (+0 eff.) Melee Ret 8 mind ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Str ----- def ----- Armour +1 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +1% Resists +6% lightning +12% temporal +2% physical Phys.save +15 (+5 eff.) ---------- misc Stam/turn +0.40 A hat made of leather. Very stylish. |
![]() 3.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+0 eff.) Acc +0 (+0 eff.) On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +5% Resists +6% acid +12% blight ---------- misc Light +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con dps ---------- Acc +0 (+0 eff.) ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Silence- +0% Stun/Frz- +30% ---------- misc Light +0 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +1 Cun +1 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +0 Defense +4 (+1 eff.) Fatigue +4% Resists +10% fire Meteor Rain: Level 2.0 Pwr.cost 25 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 152.50 fire and 111.07 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. |
![]() 3.0 T3 head armor [Ego+] Master While equipped: Stats +5 Dex +4 Wil ----- def ----- Armour +4 Fatigue +4% Resists +5% blight Mind.save +7 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 16 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 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
![]() 1.0 lite [Unique] Arcane While equipped: dps ---------- Dmg.mod +0% light ---------- misc Light +3 See.Stealth +0 Fearscape Shift: Level 2.6 Pwr.cost 14 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 313.39 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 313.39 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (122 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 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 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +1 (+1 eff.) ---------- misc Light +3 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 108 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. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Rawth the Cornac Doombringer level 19
20th Dusk 122nd year of Ascendancy at 19:05 see stats
By Rawth the Cornac Doombringer level 20
27th Dusk 122nd year of Ascendancy at 03:06 see stats
By Rawth the Cornac Doombringer level 5
76th Pyre 122nd year of Ascendancy at 21:23 see stats
By Rawth the Cornac Doombringer level 22
29th Dusk 122nd year of Ascendancy at 10:08 see stats
By Rawth the Cornac Doombringer level 10
79th Pyre 122nd year of Ascendancy at 22:12 see stats
By Rawth the Cornac Doombringer level 20
21st Dusk 122nd year of Ascendancy at 07:00 see stats
By Rawth the Cornac Doombringer level 28
27th Haze 122nd year of Ascendancy at 17:05 see stats
By Rawth the Cornac Doombringer level 22
33rd Dusk 122nd year of Ascendancy at 11:08 see stats
By Rawth the Cornac Doombringer level 24
25th Haze 122nd year of Ascendancy at 23:13 see stats
By Rawth the Cornac Doombringer level 18
18th Dusk 122nd year of Ascendancy at 20:36 see stats
By Rawth the Cornac Doombringer level 12
3rd Summertide 122nd year of Ascendancy at 19:02 see stats
By Rawth the Cornac Doombringer level 14
8th Flare 122nd year of Ascendancy at 04:43 see stats
By Rawth the Cornac Doombringer level 22
28th Dusk 122nd year of Ascendancy at 13:17 see stats
By Rawth the Cornac Doombringer level 17
16th Dusk 122nd year of Ascendancy at 11:24 see stats
Log
Quest 'I've a feeling we're not on Eyal anymore' is done! (Press 'j' to see the quest log)
Quest 'I've a feeling we're not on Eyal anymore' completed! (Press 'j' to see the quest log)
You gain 0.75 gold from the transmogrification of thorny mindstar (96% power, 24 apr, nature damage).
You gain 23.20 gold from the transmogrification of Xanomira (104% power, 3 apr).
You gain 0.95 gold from the transmogrification of dwarven-steel greatmaul of massacre (165% power, 2 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel battleaxe (140% power, 2 apr).
You gain 3.04 gold from the transmogrification of potent yew vilestaff of might (129% power, 4 apr, fire element).
You gain 1.01 gold from the transmogrification of gold ring of frost (+24%).
New Achievement: Once bitten, twice shy (Nightmare (Roguelike) difficulty)!
Saving done.
There is a Passageway into the Daikara here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving done.
Saving done.
Saving game...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 28th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 12:35.
Saving done.
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
You carefully open the door and enter the underground crypt...
As you enter you notice the door has no visible handle on the inside. You are stuck here!
Rawth deactivates Horrifying Blows.
Rawth deactivates Share the Pain.
Rawth deactivates Eternal Suffering.
Rawth deactivates Chant of Fortitude.
Rawth deactivates Abyssal Shield.
Rawth deactivates Flame of Urh'Rok.