












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ashes of Urh'Rok 1.7.4Official 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 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:
ZOmnibus Addon Pack 1.7.4Combines 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: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry 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 | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Drem |
Class | Writhing One |
Level / Exp | 45 / 30% |
Size | medium |
Lifes / Deaths | Killed by Adariratha the corrupted protoplasmic controller at level 45 on the 3rd Stralite 123rd year of Ascendancy at 20:37 / 1 |
Primary Stats
Strength | 27 (base 18) |
Dexterity | 54 (base 53) |
Constitution | 41 (base 18) |
Magic | 73 (base 60) |
Willpower | 16 (base 10) |
Cunning | 71 (base 62) |
Resources
Life | -488/1760 |
Mana | 225/465 |
Insanity | 41/100 |
Healing Factor | 1.8481403954777 |
Regeneration | 49.807383658124 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 6 |
See Stealth | 43.470336367031 |
See Invisible | 62.470336367031 |
Offense: Mainhand
Damage | 113 |
Accuracy | 69 |
Crit Chance | 68% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 78 |
Crit Chance | 56% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Mind | +9% |
Lightning | +7% |
Nature | +36% |
Darkness | +84% |
Blight | +15% |
Physical | +12% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Darkness | +66% |
Mind | +10% |
Temporal | +13% |
Defense: Base
Armour (hardiness) | 56 (49.65183292883%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 25 |
Mental Save | 40 |
Defense: Resistances
Blight | + 38%( 70%) |
Arcane | + 36%( 70%) |
Cold | + 40%( 70%) |
All | + 32%( 70%) |
Lightning | + 51%( 70%) |
Light | + 34%( 70%) |
Temporal | + 51%( 70%) |
Physical | + 40%( 70%) |
Darkness | + 61%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 88% |
Poison Resistance | 20% |
Blind Resistance | 100% |
Silence Resistance | 65% |
Pinning Resistance | 28% |
Disarm Resistance | 32% |
Instadeath Resistance | 100% |
Knockback Resistance | 26% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 27 up to 6 times. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 113 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 527% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Demented / Horrific body | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Bethumira the dreadmaster. Escort: repented thief (level 5 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 709. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed skeleton mage skull. * You've found the needed ice wyrm tooth. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed giant spider spinneret. Ungrol 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 squid ink. * You've found the needed red crystal shard. * You've found the needed pouch of bone giant dust. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Random Unique] Arcane While equipped: offense ------ Spellpower +6 (+1 eff.) Damage +9% mind +12% darkness Ignore resists +13% temporal +10% mind +16% darkness On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Armor +4 Fatigue +3% Resistance +13% darkness +19% temporal Silence Resist +31% Confus Resist +28% Stun Resist +31% Out-of-Phase Defense +21 Out-of-Phase Resistance +16% Out-of-Phase Resilience +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 0.0 Encumbrance 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. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Damage +21% nature Ignore resists +25% darkness When Hit 10 acid defense ------ Resistance +12% nature +15% darkness other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Damage +9% darkness Ignore resists +10% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +9 Defense +5 (+1 eff.) Fatigue +3% Resistance +18% lightning +3% nature +5% all Physical save +7 (+4 eff.) A cap made of leather. |
Tool | ![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +2 Str offense ------ Physical Crit +6.0% Damage +15% nature Ignore resists +15% darkness defense ------ Armor +16 other ------- Wards +4 acid +5 temporal +4 light +4 nature Talents +1 Ward Create a shield absorbing up to 302 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Life +45.00 Life Regen +10.00 Healmod +13% Stun Resist +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun offense ------ Physical Crit +3.0% On-Hit 15 physical On-Ranged-Hit 17 physical Damage +6% physical On-Hit (Melee): * 16% chance to reduce all saves and defense by 20 On-Hit (Ranged): * 16% chance to reduce all saves and defense by 20 defense ------ Armor +4 Resistance +9% temporal Unlife -20.00 life Life +99.00 Life Regen +11.00 Healmod +15% Disarm Resist +32% Pinning Resist +28% Stun Resist +30% Knockbk Resist +26% other ------- Hate-on-crit +1.00 Max hate +11.00 Bleeding Edge: Puts all charms on 11 turn cooldown Effective talent level: 2.0 Power cost 11 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Con offense ------ Damage +18% darkness defense ------ Defense +15 (+5 eff.) Resistance +5% arcane +12% cold Physical save +15 (+6 eff.) Life +53.00 other ------- Stamina/turn +3.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +1 Str +3 Con offense ------ Physical Crit +9.0% Spell Crit +8% Critical power +30.00% Physical Power +11 (+2 eff.) Spellpower +44 (+9 eff.) On-Hit 16 fire Damage +12% fire +30% darkness +6% physical Accuracy +24 (+6 eff.) When Hit 2 physical other ------- Mana/turn +0.30 Max stamina +10.00 See Invisibility +16 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 17 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +12 Con +1 Wil offense ------ Physical Crit +17.0% Spell Crit +17% Mind Crit +13% Critical power +14.00% On-Hit 15 lightning Damage +7% lightning defense ------ Armor +23 Hardiness +14% Resistance +10% lightning +11% physical +3% light Life +40.00 Healmod +15% Poison Resist +20% Unarmed combat: Weapon Damage 35.0 - 38.5 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +19.0% Attack Speed 100% On-crit, radius 2 +10 lightning On Hit: 10% Lightning Breath level 5 On Hit: 5% Stone Touch level 5 On Crit: 20% Cripple level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +6 Wil +6 Mag offense ------ Spell Crit +12% Critical power +10.00% Spellpower +40 (+8 eff.) Spellpower/crit +10 When Hit 4 arcane defense ------ Resistance +8% blight +15% all Life +97.00 Life Regen +5.70 Healmod +19% Silence Resist +34% other ------- Mana/turn +0.29 Max mana +71.00 See Invisibility +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con offense ------ Accuracy +21 (+5 eff.) defense ------ Defense +2 (+0 eff.) Fatigue -4% Physical save +8 (+4 eff.) Life +128.00 other ------- Max stamina +10.00 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 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 630% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 26 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 36 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 31 up to 5 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +8 Wil offense ------ Spellpower +25 (+5 eff.) Ignore resists +20% arcane +10% fire defense ------ Resistance +6% cold Physical save +16 (+7 eff.) Spell save +29 (+15 eff.) Mind save +14 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con defense ------ Resistance +13% lightning Stun Resist +32% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil offense ------ Damage +10% temporal defense ------ Resistance +20% temporal Max Resistance +5% temporal other ------- Spell cooldown 10% Time Stop: Effective talent level: 1.0 Power cost 28 out of 80/80. Range melee/personal Cooldown: 49 Travel.spd instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +9 (+2 eff.) Spell Speed +15% defense ------ Silence Resist +100% other ------- Max mana +50.00 Max vim +50.00 See Invisibility +20 No force can hope to silence the wearer of this amulet. |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: defense ------ Defense +10 (+3 eff.) Resistance +6% cold Crit Resistance 15.00% Spell save +18 (+9 eff.) Life +35.00 Healmod +15% Disarm Resist +36% Confus Resist +20% Pinning Resist +38% Knockbk Resist +55% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +3% defense ------ Spell save +7 (+4 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Master While equipped: Stats +6 Str +7 Con offense ------ Physical Power +8 (+1 eff.) Accuracy +10 (+2 eff.) Ignore Armor +7 defense ------ Defense +9 (+3 eff.) Disengage: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +5 Str defense ------ Armor +10 Resistance +9% blight +6% cold +12% darkness Physical save +15 (+6 eff.) Life +20.00 Healmod +10% Blind Resist +20% Pinning Resist +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +2 Cun offense ------ Mind Crit +2% Damage +15% lightning +18% acid When Hit 4 acid On-Hit (Melee): * 20% chance to reduce armor by 44% defense ------ Resistance +30% lightning Mind save +18 (+6 eff.) other ------- Max psi +20.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag offense ------ On-Hit 15 light On-Ranged-Hit 14 light Damage +12% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex offense ------ Damage +14% light Accuracy +8 (+2 eff.) defense ------ Resistance +28% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T5 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Normal] Rings make your fingers look great! |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 50.0 - 70.0 Physical Uses 110% Mag, 60% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 36.50 arcane and 67.32 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+5 eff.) other ------- Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 50% Mag, 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 2.0 Encumbrance T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +4 Con offense ------ Spellpower +30 (+6 eff.) Damage +15% lightning +18% mind +13% nature Ignore resists +15% arcane defense ------ Resistance +22% lightning +18% mind +11% all Poison Resist +32% Disease Resist +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+5 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+3 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 1.0 Power cost 28 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag +0 Cun +0 Con offense ------ Spell Crit +8% Spellpower +15 (+3 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.9 Power cost 9 out of 20/20. Range 8 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 32%. You can also activate this talent to instantly destroy more worms, letting you jump in range 8 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil offense ------ Spell Crit +4% Spellpower +15 (+3 eff.) Spellpower/crit +4 defense ------ Resistance +1% physical +19% darkness +3% blight +3% temporal +14% mind +15% all Physical save +19 (+8 eff.) Spell save +39 (+18 eff.) Mind save +40 (+13 eff.) Healmod +20% Silence Resist +33% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Mag +11 Wil offense ------ Spell Crit +4% Spellpower +10 (+2 eff.) Damage +41% temporal +20% mind +20% arcane When Hit 4 temporal defense ------ Resistance +20% mind +15% all Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +0.32 Psi/turn +0.19 Max mana +93.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Str +1 Dex offense ------ Ignore resists +15% darkness defense ------ Resistance +6% lightning +9% temporal +5% arcane other ------- See Invisibility +9 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +6% darkness Ignore resists +10% darkness On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Fatigue -5% other ------- Encumbrance +21 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +10 Mag +8 Wil offense ------ Spell Crit +5% Damage +6% blight defense ------ Resistance +6% lightning +12% fire Crit Resistance 15.00% Mind save +9 (+3 eff.) Knockbk Resist +20% A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: offense ------ Physical Crit +5.0% On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Armor +10 Defense +30 (+10 eff.) Fatigue -8% Physical save +9 (+4 eff.) other ------- Encumbrance +42 Max stamina +30.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +6% darkness When Hit 4 acid On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Defense +1 (+0 eff.) Resistance +3% acid +3% fire Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 11 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+3 eff.) Damage +25% arcane defense ------ Defense +6 (+2 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 207 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 14 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Power +10 (+2 eff.) When Hit 2 mind defense ------ Armor +7 Fatigue +3% Unlife -80.00 life other ------- Stamina/turn +3.00 Max hate +10.00 Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Damage +12% nature Ignore resists +15% temporal +16% darkness +25% mind When Hit 8 nature On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Armor +4 Fatigue +3% Resistance +6% nature +18% temporal +12% mind +19% darkness Out-of-Phase Defense +20 Out-of-Phase Resistance +13% Out-of-Phase Resilience +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +1 Wil offense ------ Critical power +15.00% Spellpower +10 (+2 eff.) Damage +18% arcane Ignore resists +20% acid +15% temporal +15% darkness Ignore Shields +20% When Hit 4 arcane defense ------ Armor +4 Fatigue +3% Resistance +17% darkness +18% temporal Out-of-Phase Defense +16 Out-of-Phase Resistance +15% Out-of-Phase Resilience +20% other ------- Mana-on-crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +15 Dex +8 Mag offense ------ Spellpower +8 (+2 eff.) Damage +9% acid +6% cold +6% light +9% blight Ignore resists +15% light When Hit 6 cold defense ------ Armor +5 Defense +25 (+8 eff.) Fatigue +4% Resistance +12% cold Disease Resist +37% Evasion: (Instant) Puts all charms on 17 turn cooldown Effective talent level: 4.0 Power cost 17 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T4 hands armor [Random Unique] Nature/Psionic While equipped: Stats +4 Con offense ------ On-Hit 15 nature 12 acid Damage +7% acid +6% fire +7% nature +9% physical Accuracy +20 (+5 eff.) defense ------ Armor +3 Defense +10 (+3 eff.) Resistance +10% nature +8% acid Life Regen +4.00 other ------- Stamina/turn +1.60 Max stamina +28.00 Unarmed combat: Weapon Damage 26.0 - 28.6 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +8 nature +11 acid On Hit: 10% Venomous Breath level 5 On Hit: 10% Nightmare level 5 On Hit: 10% Corrosive Breath level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 lightning Damage +5% lightning Ignore resists +10% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +2 Defense +20 (+6 eff.) Fatigue +3% Resistance +7% lightning Silence Resist +20% Unarmed combat: Weapon Damage 20.0 - 28.0 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +7 lightning On Hit: 10% Lightning Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +7 Lck +3 Str offense ------ Physical Crit +3.0% Spell Crit +4% Mind Crit +3% defense ------ Armor +1 Fatigue +1% Resistance +5% arcane +4% physical Mind save +12 (+4 eff.) Silence Resist +10% Disarm Resist +10% other ------- Light +2 A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Ego+] Nature/Master While equipped: Stats +2 Str defense ------ Armor +3 Fatigue +5% Resistance +9% cold other ------- Breathe water Skullcracker: Puts all charms on 11 turn cooldown Effective talent level: 3.0 Power cost 11 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 75.1 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Dex +7 Con offense ------ Damage +6% light defense ------ Armor +3 Fatigue +5% Resistance +6% light +18% fire Physical save +6 (+3 eff.) Mind save +6 (+2 eff.) Unlife -40.00 life Battle Cry: Puts all charms on 16 turn cooldown Effective talent level: 2.0 Power cost 16 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+5 eff.) Spell save +12 (+6 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Spellpower +30 (+6 eff.) Spellpower/crit +6 Damage +9% light defense ------ Armor +4 Fatigue +4% Resistance +12% acid Physical save +19 (+8 eff.) other ------- Mana/turn +0.28 Mana-on-crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +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 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 Encumbrance 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. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +2 Wil +5 Cun +2 Con offense ------ Damage +15% fire Ignore resists +20% darkness When Hit 6 darkness defense ------ Mind save +11 (+3 eff.) other ------- Light +7 See Stealth +16 See Invisibility +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +5 Str offense ------ Critical power +15.00% Physical Power +7 (+1 eff.) Damage +6% nature Ignore resists +10% arcane Ignore Armor +6 When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Fatigue -6% Resistance +3% nature other ------- Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Damage +0% physical Ignore resists +10% physical defense ------ Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Life +50.00 other ------- Masteries +0.00(-) Race/Dwarf While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 4.0 Power cost 17 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 77.17 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str offense ------ Damage +14% fire +12% mind +21% darkness Ignore resists +5% arcane defense ------ Armor +4 Defense +6 (+2 eff.) Resistance +7% physical +14% darkness +5% arcane Affinity +15% darkness Mind save +15 (+5 eff.) other ------- Infravision +7 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 17 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 111 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 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +2 Mag offense ------ Critical power +10.00% defense ------ Spell save +3 (+2 eff.) Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 14 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +12% mind Ignore resists +25% darkness When Hit 4 darkness 4 arcane 8 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Resistance +9% mind Setup a psionic shield, reducing all damage taken by 85 for 5 turns Puts all charms on 14 turn cooldown 100% to reduce fatigue by 40% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 9 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +12% lightning Ignore resists +5% light defense ------ Resistance +18% lightning other ------- Light +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (117 total damage) Puts all charms on 9 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +20% darkness On-Hit (Melee): * 20 arcane resource burn * 10% chance to reduce damage dealt by 17% defense ------ Resistance +3% fire Reveal the area around you, dispelling darkness (radius 9, power 73 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 9 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance 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. |
Achievements
By Orivis the Drem Writhing One level 25
18th Dearth 122nd year of Ascendancy at 17:48 see stats
By Orivis the Drem Writhing One level 37
40th Steel 123rd year of Ascendancy at 14:14 see stats
By Orivis the Drem Writhing One level 37
38th Steel 123rd year of Ascendancy at 22:33 see stats
By Orivis the Drem Writhing One level 40
15th Gold 123rd year of Ascendancy at 23:59 see stats
By Orivis the Drem Writhing One level 19
12nd Wealth 122nd year of Ascendancy at 03:36 see stats
By Orivis the Drem Writhing One level 39
3rd Gold 123rd year of Ascendancy at 08:46 see stats
By Orivis the Drem Writhing One level 36
38th Steel 123rd year of Ascendancy at 21:45 see stats
By Orivis the Drem Writhing One level 24
13rd Dearth 122nd year of Ascendancy at 18:54 see stats
By Orivis the Drem Writhing One level 30
28th Iron 123rd year of Ascendancy at 10:37 see stats
By Orivis the Drem Writhing One level 32
13rd Steel 123rd year of Ascendancy at 17:35 see stats
By Orivis the Drem Writhing One level 33
19th Steel 123rd year of Ascendancy at 23:14 see stats
By Orivis the Drem Writhing One level 10
29th Voratun 122nd year of Ascendancy at 11:38 see stats
By Orivis the Drem Writhing One level 20
22nd Wealth 122nd year of Ascendancy at 05:47 see stats
By Orivis the Drem Writhing One level 30
15th Iron 123rd year of Ascendancy at 06:25 see stats
By Orivis the Drem Writhing One level 40
12nd Gold 123rd year of Ascendancy at 11:40 see stats
By Orivis the Drem Writhing One level 28
26th Loss 122nd year of Ascendancy at 20:23 see stats
By Orivis the Drem Writhing One level 22
3rd Dearth 122nd year of Ascendancy at 19:03 see stats
By Orivis the Drem Writhing One level 13
13rd Profit 122nd year of Ascendancy at 14:08 see stats
By Orivis the Drem Writhing One level 40
14th Gold 123rd year of Ascendancy at 00:19 see stats
By Orivis the Drem Writhing One level 11
1st Acquisition 122nd year of Ascendancy at 00:35 see stats
By Orivis the Drem Writhing One level 10
30th Voratun 122nd year of Ascendancy at 15:59 see stats
By Orivis the Drem Writhing One level 28
17th Shortage 122nd year of Ascendancy at 07:23 see stats
By Orivis the Drem Writhing One level 12
1st Profit 122nd year of Ascendancy at 20:10 see stats
By Orivis the Drem Writhing One level 24
15th Dearth 122nd year of Ascendancy at 20:00 see stats
By Orivis the Drem Writhing One level 42
20th Gold 123rd year of Ascendancy at 16:05 see stats
By Orivis the Drem Writhing One level 22
4th Dearth 122nd year of Ascendancy at 19:10 see stats
By Orivis the Drem Writhing One level 16
23rd Profit 122nd year of Ascendancy at 23:32 see stats
By Orivis the Drem Writhing One level 36
38th Steel 123rd year of Ascendancy at 00:28 see stats
Log
Orivis's defiled blood area effect hits War hound for 3 lightning damage.
Orivis's defiled blood area effect hits Bloated ooze for 349 darkness, 5 lightning, 5 fire, 5 physical, 37 darkness, 5 lightning, 6 fire, 5 physical, 3 lightning (419 total damage).
War hound is no longer afraid of the horrors attacking him.
Orivis's defiled blood area effect killed Bloated ooze!
Orivis's defiled blood area effect killed Bloated ooze!
Bloated ooze is no longer afraid of the horrors attacking him.
Bloated ooze is clear from the black blood.
Decaying devourer's morale has been lowered.
Decaying devourer's morale has been lowered.
Decaying devourer's morale has been lowered.
Ivethra the corrupted protosentient globula casts Moonlight Ray.
War hound performs a melee critical strike against Decaying devourer!
War hound hits Decaying devourer for 389 physical damage.
Ivethra the corrupted protosentient globula hits Orivis for 89 healing, 353 darkness (353 total damage) [89 healing].
Lisyth the corrupted acidic digestor is no longer afraid of the horrors attacking him.
Adariratha the corrupted protoplasmic controller is less vulnerable.
Bloated ooze regains their energy.
Minotaur is no longer afraid of the horrors attacking him.
Black Blood Bleeding from Orivis hits Minotaur for 33 darkness damage.
Adariratha the corrupted protoplasmic controller uses Shattering Shout.
Ivethra the corrupted protosentient globula shares damage with his oozes!
Adariratha the corrupted protoplasmic controller hits Decaying devourer for 175 physical damage.
Adariratha the corrupted protoplasmic controller hits Ivethra the corrupted protosentient globula for 43 physical damage.
Adariratha the corrupted protoplasmic controller hits Orivis's shadow simulacrum for 388 physical damage.
Adariratha the corrupted protoplasmic controller hits Decaying devourer for 236 physical damage.
Adariratha the corrupted protoplasmic controller hits Lisyth the corrupted acidic digestor for 129 physical damage.
Adariratha the corrupted protoplasmic controller hits Decaying devourer for 236 physical damage.
Adariratha the corrupted protoplasmic controller hits Bloated ooze for 179 physical damage.
Adariratha the corrupted protoplasmic controller hits Orivis for 388 physical damage.
Orivis the level 45 drem writhing one was crushed to death by Adariratha the corrupted protoplasmic controller on level 1 of inside a giant tentacle.