









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Possessor Bonus Class 1.6.6Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Better Item Description 1.6.6This 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 ZOmnibus Addon Pack 1.6.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ashes of Urh'Rok 1.6.0Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Doombringer |
| Level / Exp | 30 / 68% |
| Size | huge |
| Lifes / Deaths | Killed by Andffe the halfling at level 18 on the 6th Haze 122nd year of Ascendancy at 06:02 0 / 7Killed by Shasshhiy'Kaish at level 20 on the 20th Haze 122nd year of Ascendancy at 18:34 Killed by will o' the wisp at level 21 on the 8th Allure 123rd year of Ascendancy at 16:55 Killed by grave wight at level 25 on the 70th Regrowth 123rd year of Ascendancy at 06:35 Killed by Aletta Soultorn at level 25 on the 70th Regrowth 123rd year of Ascendancy at 07:21 Killed by Animated stralite greatsword of enduring at level 28 on the 1st Time of Balance 123rd year of Ascendancy at 09:35 Killed by elven cultist at level 30 on the 6th Pyre 123rd year of Ascendancy at 13:45 |
Primary Stats
| Strength | 73.986817471818 (base 60) |
| Dexterity | 1 (base 10) |
| Constitution | 44 (base 12) |
| Magic | 93 (base 59) |
| Willpower | 13 (base 10) |
| Cunning | 11 (base 11) |
Resources
| Life | -142/1070 |
| Stamina | 158/194 |
| Vim | 14/186 |
| Healing Factor | 1.5483177570094 |
| Regeneration | 3.4837149532712 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 201 |
| Accuracy | 28 |
| Crit Chance | 113% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +5% |
| Fire | +17% |
| All | 0% |
Offense: Damage Penetration
| Fire | +35% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 75.446146463914 (93.924050632911%) |
| Defense | 3 |
| Ranged Defense | 3 |
| Fatigue | 11 |
| Physical Save | 41 |
| Spell Save | 38 |
| Mental Save | 24 |
Defense: Resistances
| Acid | -13%( 70%) |
| Blight | -8%( 70%) |
| Cold | -12%( 70%) |
| All | -20%( 70%) |
| Darkness | -2%( 70%) |
| Lightning | -12%( 70%) |
| Mind | -13%( 70%) |
| Fire | -12%( 70%) |
| Nature | -9%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 12% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 0% |
| Bleed Resistance | 100% |
| Disarm Resistance | 42% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 272 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 98 with a minimum range of 15. Its effects scale with your Strength 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 94 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 Strength 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 343 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| Corruption / Brutality | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Share the Pain |
| talent | Abyssal Shield |
| talent | Eternal Suffering |
| beneficial effect | Next melee attack will always trigger incinerating blows, and the damage from incinerating blows will be multiplied by 130% Raging flames |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 16 and doing 55.20 blight damage per turn. Decrepitude Disease |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target assumes the form of a powerful demon. Destroyer |
| beneficial effect | Next 2 melee attacks are certain to critically strike, and this unit has 17% more critical power. Voracious Blade |
| detrimental effect | The target is infected by a disease, reducing its strength by 22 and doing 70.30 blight damage per turn. Weakness Disease |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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. | active |
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 lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | 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 Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by ghoulking. Escort: worried loremaster (level 4 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 fire dragon that dwelled there. | 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. * 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: 139. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 xorn fragment. * You've found the needed vial of greater demon bile. * You've found the needed pouch of luminous horror dust. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed snow giant kidney. * You've found the needed vial of fire wyrm saliva. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | restorative pair of iron boots of rushing (0 def, 3 armour)3.0 T1 feet armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Fatigue +2% HP.reg +2.00 Heal.mod +11% Rush: Puts all charms on 25 cooldown Level 2.2 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Adorin the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.crit +2% ----- def ----- Resists +6% mind Max.HP +46.00 Heal.mod +20% Poison- +20% ---------- misc Max.psi +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | champion's dwarven-steel helm of might (0 def, 4 armour)3.0 T3 head armor [Ego++] Master While equipped: Stats +7 Str +3 Wil +3 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Mind.save +8 (+4 eff.) ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | cleansing yew wand of shielding [power 260] (20 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Dagyhir the stralite ring0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +13 Con dps ---------- Phys.pwr +8 (+1 eff.) S.pwr/crit +4 Phasing +20% ----- def ----- Resists +9% nature +10% blight Phys.save +12 (+4 eff.) Poison- +19% Disease- +16% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.08 Vim/s.crit +1.00 Light +1 Rings can have magical properties. |
| On fingers | The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | elemental stralite greatsword of massacre (59.5-95.2 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Arcane/Master Power 59.5 - 95.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 103 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +17% fire Res.pen +35% fire Massive two-handed swords. |
| On hands | Aeroruirak the Kilnoblivion (0 def, 8 armour)1.5 T2 hands armor [Rare] Nature While equipped: Stats +5 Str +4 Mag +2 Wil +1 Cun dps ---------- Melee+ 8 physical Dmg.mod +5% physical Melee Ret 4 fire ----- def ----- Armour +8 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Revenant (8 def, 20 armour)17.0 T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Con +5 Mag ----- def ----- Armour +20 Defense +8 (+8 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) Silence- +0% Confus- +12% Pinning- +25% Stun/Frz- +43% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
| Cloak | wyrmwaxed cashmere cloak of backstabbing (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Crit.mult +15.00% Acc +8 (+4 eff.) Apr +7 ----- def ----- Defense +2 (+2 eff.) Resists +6% acid +7% fire +7% cold +7% lightning Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
healing infusion of the warrior (heal 188; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 188 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 679%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 679% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 97; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 97 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (202.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 202.00 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 spell talent. |
teleportation rune of the titan (range 68; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 68 with a minimum range of 15. Its effects scale with your Constitution stat. 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 |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+5 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... |
copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +11% Cut- +50% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 144 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
stabilizing copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +12% temporal Pinning- +20% Knockbk- +23% Amulets can have magical properties. |
Muckspitter0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +1 Dex +5 Mag +1 Con dps ---------- Crit.mult +10.00% Acc +5 (+2 eff.) Apr +10 ----- def ----- Resists +13% mind +6% nature Confus- +22% Amulets can have magical properties. |
Durakor0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Str +2 Mag +2 Cun ----- def ----- Crit.dmg- 5.00% ---------- misc Light +2 Infravis +3 Masteries +0.27 Corruption/Wrath Amulets can have magical properties. |
copper ring 'Phoenixsun'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind +12% fire Res.pen +5% fire On Hit (Melee): * 10% chance to reduce all saves and defense by 8 ----- def ----- Resists +6% mind +3% cold Max.HP +22.00 Disarm- +21% Pinning- +21% Knockbk- +21% Rings can have magical properties. |
sneakthief's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+3 eff.) Rings can have magical properties. |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings can have magical properties. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
mule's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+4 eff.) Apr +8 ----- def ----- Defense +9 (+9 eff.) Fatigue -5% ---------- misc Max.enc +22 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 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 117% 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 can have magical properties. |
gold ring 'Adosewen'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +12 Dex +6 Wil +14 Cun dps ---------- Dmg.mod +6% arcane Acc +11 (+5 eff.) ----- def ----- Crit.dmg- 15.00% ---------- misc Light +3 Rings can have magical properties. |
warrior's stralite ring of the mountain (+14%)0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +6 Str dps ---------- Dmg.mod +14% physical ----- def ----- Armour +12 Resists +14% physical Rings can have magical properties. |
Staff of Absorption7.0 staff 2H weapon [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+5 eff.) Acc +20 (+10 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Unstoppable Mauler (48-72 power, 15 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Crit +3.0% Atk.spd 100% On Hit: 15% Sunder Armour 3 While equipped: dps ---------- Acc +20 (+10 eff.) ----- def ----- Pinning- +100% Knockbk- +100% Fearless Cleave: Level 3.0 Pwr.cost 18 out of 18/18. Range melee/personal Travel.spd instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 131% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)12.0 T3 greatsword 2H weapon Reqs Wil 18,Cun 18 [Unique] Psionic Power 49.0 - 78.4 Physical Uses 50% Mag, 129% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Xath the dwarven-steel greatsword (39-62.4 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Nature/Master Power 39.0 - 62.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 nature +12 mind While equipped: Stats +2 Dex +4 Wil +2 Con dps ---------- Crit.mult +5.00% Res.pen +24% physical Acc +31 (+14 eff.) Apr +22 ---------- misc Light +1 Massive two-handed swords. |
stralite waraxe of disruption (31.5-44.1 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Disrupt Power 31.5 - 44.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Against +13% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% One-handed war axes. |
searing reinforced leather armour of the wind (20 def, 7 armour)9.0 T4 light armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +7.0% Melee+ 8 acid 16 fire Apr +11 Melee Ret 10 acid 12 fire ----- def ----- Armour +7 Defense +20 (+18 eff.) Fatigue +8% Resists +15% acid +23% fire ---------- misc Stam/turn +1.00 Second Wind: (Instant) Puts all charms on 35 cooldown Level 4.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 114 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
cleansing iron mail armour of cold resistance (2 def, 4 armour)14.0 T1 heavy armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +10% blight +15% cold +10% nature A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
hardened steel plate armour of temporal resistance (0 def, 15 armour)17.0 T2 massive armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +15 Fatigue +22% Resists +7% acid +6% physical +7% cold +5% fire +5% lightning +15% temporal A suit of armour made of metal plates. |
Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+10 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Floecutter the rough leather belt1.0 T1 belt armor [Rare] Disrupt While equipped: dps ---------- Res.pen +5% cold Melee Ret 2 acid ----- def ----- Resists +6% acid +6% blight +6% light +6% darkness Spell.save +3 (+1 eff.) A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Lisyldamira the Chilltooth1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +9% cold Res.pen +15% physical Acc +20 (+10 eff.) Melee Ret 6 cold ----- def ----- Defense +12 (+12 eff.) Stealth +6 A belt that goes around your waist. |
Coalobsidian (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +5% nature Melee Ret 4 darkness On Hit (Melee): * 20% chance to slow global speed by 33% ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of fog (5 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +5 (+5 eff.) Resists +11% light +10% fire Stealth +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Getunik (22 def, 4 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +16% darkness Res.pen +11% darkness ----- def ----- Armour +4 Defense +22 (+19 eff.) Resists +15% acid +3% mind +17% darkness +6% lightning Stealth +14 Poison- +20% Pinning- +20% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kindlegash the cashmere cloak (7 def, 6 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% light +3% mind Melee Ret 4 mind ----- def ----- Armour +6 Defense +7 (+7 eff.) Resists +13% cold Phys.save +6 (+2 eff.) Mind.save +3 (+1 eff.) Max.HP +37.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+5 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
eldritch pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: Stats +3 Wil +2 Mag dps ---------- Spell.crit +4% ----- def ----- Armour +3 ---------- misc Mana/turn +0.24 Max.mana +31.00 A pair of boots made of leather. |
Zubyma the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.crit +1% ----- def ----- Armour +5 Fatigue -3% Phys.save +6 (+2 eff.) ---------- misc Max.enc +21 Psi/ret +0.12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of iron boots (0 def, 4 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of iron boots of tirelessness (0 def, 5 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Cracklepride' (0 def, 7 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +7 Fatigue +2% Resists +6% light +3% darkness Silence- +20% ---------- misc Stam/turn +0.50 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
sand iron gauntlets (0 def, 7 armour)1.5 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +7 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap 'Nimbusquarry' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Melee Ret 2 lightning ----- def ----- Armour +1 Fatigue +1% Resists +3% nature Max.HP +40.00 Stun/Frz- +10% A cap made of leather. |
rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
insulating iron helm (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% cold +5% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glintbloom the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light ----- def ----- Armour +4 Fatigue +4% Resists +11% cold +6% fire Spell.save +3 (+1 eff.) Mind.save +6 (+3 eff.) Die.at -60.00 life Cut- +10% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 ametrine0.0 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. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 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. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+8 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+8 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
378 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
nightwalker's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +16.00% Phys.pwr +7 (+1 eff.) ----- def ----- Resists +3% all Spell.save +7 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
iron pickaxe 'Belidudar' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Phys.crit +1.0% Phys.pwr +10 (+2 eff.) ----- def ----- Resists +6% nature ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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. |
iron torque of psionic shield [power 25] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
yew totem of healing [power 248] (15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By kaneki the Ghoul Doombringer level 25
64th Regrowth 123rd year of Ascendancy at 08:25 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By kaneki the Ghoul Doombringer level 30
3rd Pyre 123rd year of Ascendancy at 04:22 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By kaneki the Ghoul Doombringer level 15
43rd Dusk 122nd year of Ascendancy at 05:56 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By kaneki the Ghoul Doombringer level 21
33rd Haze 122nd year of Ascendancy at 01:09 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By kaneki the Ghoul Doombringer level 19
19th Haze 122nd year of Ascendancy at 05:36 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By kaneki the Ghoul Doombringer level 18
1st Haze 122nd year of Ascendancy at 15:22 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By kaneki the Ghoul Doombringer level 25
64th Regrowth 123rd year of Ascendancy at 09:13 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By kaneki the Ghoul Doombringer level 10
10th Flare 122nd year of Ascendancy at 01:16 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By kaneki the Ghoul Doombringer level 20
19th Haze 122nd year of Ascendancy at 20:29 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By kaneki the Ghoul Doombringer level 30
3rd Pyre 123rd year of Ascendancy at 04:01 see stats
Shasshhiy'Kaish (Nightmare (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By kaneki the Ghoul Doombringer level 20
20th Haze 122nd year of Ascendancy at 23:27 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By kaneki the Ghoul Doombringer level 29
2nd Pyre 123rd year of Ascendancy at 18:05 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By kaneki the Ghoul Doombringer level 25
71st Regrowth 123rd year of Ascendancy at 07:18 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By kaneki the Ghoul Doombringer level 28
1st Time of Balance 123rd year of Ascendancy at 09:35 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By kaneki the Ghoul Doombringer level 12
16th Dusk 122nd year of Ascendancy at 02:32 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By kaneki the Ghoul Doombringer level 25
64th Regrowth 123rd year of Ascendancy at 08:25 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By kaneki the Ghoul Doombringer level 24
50th Regrowth 123rd year of Ascendancy at 16:55 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By kaneki the Ghoul Doombringer level 16
68th Dusk 122nd year of Ascendancy at 16:39 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By kaneki the Ghoul Doombringer level 15
44th Dusk 122nd year of Ascendancy at 05:23 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By kaneki the Ghoul Doombringer level 28
78th Regrowth 123rd year of Ascendancy at 15:06 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By kaneki the Ghoul Doombringer level 19
18th Haze 122nd year of Ascendancy at 00:11 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By kaneki the Ghoul Doombringer level 28
1st Pyre 123rd year of Ascendancy at 18:49 see stats
Log
Elven cultist's is surrounded with an all-consuming flame!
kaneki hits Elven cultist for (263 absorbed), 66 physical, (6 absorbed), 2 physical, (80 absorbed), 20 fire, (7 absorbed), 2 fire (89 total damage).
Elven cultist casts Dark Portal.
Kaneki is afflicted by a decrepitude disease!
Burning from Kaneki hits Elven cultist for (2 absorbed), 1 fire (1 total damage).
kaneki receives 4 healing from Devouring flames from Kaneki.
Elven cultist casts Soul Rot.
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Elven cultist's spell attains critical power!
Kaneki is afflicted by a weakness disease!
Elven cultist's Soul Rot hits kaneki for 205 blight damage.
Weakness Disease from Elven cultist hits kaneki for 85 blight damage.
Decrepitude Disease from Elven cultist hits kaneki for 64 blight damage.
Kaneki casts Destroyer.
Kaneki turns into a demon!
Kaneki casts Obliterating Smash.
The shield around elven cultist crumbles.
Elven cultist vanishes from sight.
Elven cultist deactivates Secrets of the Eternals.
Kaneki's weapon surges with fire!
Kaneki's weapon glows with critical power!
Kaneki resists the disease!
kaneki hits Elven cultist for (29 absorbed), 128 physical, 7 physical, 97 fire, 8 fire (241 total damage).
Elven cultist's Soul Rot hits kaneki for (11 resilience), 535 blight (535 total damage).
kaneki killed Elven cultist!
Elven cultist casts Drain.
Elven cultist hits kaneki for 202 blight damage.
Saving game...























































































































