









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
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 | Nightmare Adventure |
Sex | Male |
Race | Skeleton |
Class | Demonologist |
Level / Exp | 30 / 17% |
Size | medium |
Lifes / Deaths | Killed by Half-Finished Bone Giant at level 3 on the 77th Pyre 122nd year of Ascendancy at 15:43 0 / 9Killed by Lisubreriawyn the degenerated skeleton warrior at level 5 on the 8th Mirth 122nd year of Ascendancy at 04:45 Killed by worm that walks at level 17 on the 4th Haze 122nd year of Ascendancy at 07:08 Killed by Eilinurima the Guardian at level 20 on the 64th Haze 122nd year of Ascendancy at 15:13 Killed by Aletta Soultorn at level 20 on the 72nd Haze 122nd year of Ascendancy at 00:36 Killed by elven mage at level 27 on the 33rd Regrowth 123rd year of Ascendancy at 16:57 Killed by Celia at level 30 on the 48th Regrowth 123rd year of Ascendancy at 23:51 Killed by Celia at level 30 on the 48th Regrowth 123rd year of Ascendancy at 23:55 Killed by Celia at level 30 on the 48th Regrowth 123rd year of Ascendancy at 23:55 |
Primary Stats
Strength | 116 (base 54) |
Dexterity | 44 (base 10) |
Constitution | 38 (base 20) |
Magic | 82 (base 56) |
Willpower | 32 (base 10) |
Cunning | 21 (base 10) |
Resources
Life | -292/991 |
Mana | 384/384 |
Stamina | 242/242 |
Vim | 318/334 |
Healing Factor | 1.3602122670883 |
Regeneration | 3.0604776009487 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 10 |
Offense: Mainhand
Damage | 185 |
Accuracy | 56 |
Crit Chance | 31% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 47 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Acid | +7% |
Fire | +20% |
Nature | +6% |
Darkness | +9% |
Physical | +11% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Physical | +6% |
Darkness | +10% |
Fire | +15% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 131.41340872135 (85.897138898113%) |
Defense | 48 |
Ranged Defense | 51 |
Fatigue | 52 |
Physical Save | 53 |
Spell Save | 33 |
Mental Save | 21 |
Defense: Resistances
Acid | + 61%( 70%) |
Blight | + 70%( 70%) |
Physical | + 42%( 70%) |
Cold | + 44%( 70%) |
All | + 6%( 70%) |
Darkness | + 29%( 70%) |
Light | + 14%( 70%) |
Temporal | + 17%( 70%) |
Lightning | + 41%( 70%) |
Fire | + 70%( 70%) |
Nature | + 68%( 70%) |
Defense: Immunities
Confusion Resistance | 10% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 20% |
Disarm Resistance | 34% |
Bleed Resistance | 100% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
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 488 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 146 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: BlinkUse mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Willpower stat. |
Class Talents
Corruption / Demonic pact | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Infernal combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Corruption / Doom shield | 1.48 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Black-magic | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 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. | 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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
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 lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost tinker from death by Emelyyatha the giant white ant. Escort: lost tinker (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 229. | 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. | 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 has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed red crystal shard. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 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 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Res.pen +6% physical ----- def ----- Armour +4 Fatigue +3% Resists +6% acid +1% physical +9% nature Die.at -80.00 life Teleport- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +9% light Phys.save +3 (+1 eff.) Max.HP +40.00 HP.reg +2.00 Blind- +20% Confus- +10% ---------- 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. |
On head | ![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +13 Str +7 Dex ----- def ----- Armour +5 Fatigue +3% Resists +16% darkness +3% lightning Phys.save +3 (+1 eff.) Die.at -60.00 life Disease- +20% ---------- misc Infravis +4 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 656.7 Physical damage. If the attack hits, the target is confused (38% 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 cap made of leather. |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Con dps ---------- S.pwr/crit +2 Melee+ 10 acid 8 nature Dmg.mod +7% acid +6% nature Res.pen +10% arcane ----- def ----- Armour +3 Resists +23% acid +2% physical +7% nature +3% blight Phys.save +26 (+8 eff.) Spell.save +6 (+3 eff.) Mind.save +4 (+2 eff.) Disarm- +34% Unarmed combat: Power 127% Range: 1.1x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +18 physical On Crit.r2 +12 acid +10 nature On Hit: 10% Corrosive Breath 5 On Hit: 10% Juggernaut 1 On Hit: 10% Venomous Breath 5 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +5 Str +5 Dex +2 Cun dps ---------- Phys.pwr +10 (+2 eff.) Acc +4 (+1 eff.) Melee Ret 4 light ----- def ----- Defense +10 (+3 eff.) ---------- misc Psi/ret +0.08 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% ---------- misc Vim/ret +3.00 This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +9 (+2 eff.) Mov.spd +15% Dmg.mod +9% darkness +9% cold Res.pen +10% darkness Acc +9 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Resists +10% acid +9% darkness +13% fire +21% cold +14% lightning ---------- misc Vim/ret +3.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown Activation is instant. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? This item has been sent to the Item's Vault. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +8 Lck dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Unseen.red 12% ---------- misc Masteries +0.18 Corruption/Doom shield Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 147% Range: 1.4x Uses 50% Mag, 100% Str Dmg Fire Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +18.0% Atk.spd 100% On Hit: 15% Fire Breath 4 While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire ---------- misc Talents +5 Flame Bolts This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 160% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+6 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% Resists +30% blight +30% fire +30% physical Dmg.red +20 blight +20 fire +20 physical ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. This item has been sent to the Item's Vault. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +4 Wil +1 Cun dps ---------- Phys.crit +3.0% Spell.crit +6% Phys.pwr +15 (+3 eff.) Dmg.mod +6% physical Apr +1 ----- def ----- Defense +2 (+0 eff.) Resists +12% temporal ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 ---------- misc Talents +5 Overpower Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 22.34 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. This item has been sent to the Item's Vault. |
Inventory
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 15 Travel.spd 600% of base Usage Speed Spell (100% of a turn) Is a spell Description: Fires a Magic Missile that does 78 arcane damage and inflicts Spellshocked for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (147). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +2 Cun +2 Mag ---------- misc Infravis +1 See.Stealth +3 See.Invis +3 Telpty rng +1 Masteries +0.20 Spell/Divination This small iron ring seems exceptionally shiny and in focus. |
![]() 0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 10 light Ranged+ 10 light Dmg.mod +10% light Rings make your fingers look great! |
![]() 4.0 T4 longbow 2H weapon Reqs Shoot [Ego+] Arcane Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +20 lightning While equipped: dps ---------- Dmg.mod +17% lightning Res.pen +20% physical Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 141% Range: 1.4x Uses 50% Mag, 100% Str Dmg Acid Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +20% acid Res.pen +20% acid ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 35 acid damage in a 4 radius ball. This damage will increase by 24% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() 3.0 T4 longsword 1H weapon [Ego+] Arcane/Psionic Power 144% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 81 damage * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. |
![]() 3.0 T4 mace 1H weapon [Ego++] Nature/Psionic Power 147% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit.r2 +13 lightning +9 cold On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Mov.spd +33% Res.pen +9% lightning +13% cold Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego++] Nature/Master Power 158% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +7 lightning +33 cold On Crit: * Wound the target dealing 331 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +9 (+2 eff.) Mov.spd +22% Res.pen +14% lightning +8% cold Blunt and deadly. |
![]() 7.0 staff 2H weapon [Plot Item] Unknown Power 137% Range: 1.1x Uses 150% Mag Dmg Arcane Acc+ +2.0% proc dam (max 200%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+7 eff.) Acc +20 (+6 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. |
![]() 5.0 T4 staff 2H weapon [Ego++] Arcane Power 129% Range: 1.2x Uses 130% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Mag +5 Wil +4 Cun +4 Con dps ---------- Spell.crit +4% Crit.mult +10.00% Spell.pwr +15 (+5 eff.) Dmg.mod +25% light ---------- misc N.En/turn +0.20 Vim/s.crit +3.00 Max.mana +65.00 Max.vim +28.00 Max.N.En +23.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane/Master Power 129% Range: 1.2x Uses 130% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +13% Crit.mult +12.00% Spell.pwr +14 (+5 eff.) Dmg.mod +25% light ---------- misc Max.mana +25.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego++] Arcane Power 129% Range: 1.2x Uses 130% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +15 (+5 eff.) Dmg.mod +25% physical Res.pen +12% physical Phasing +14% ----- def ----- Defense +10 (+3 eff.) Shield.pwr +9% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego++] Arcane Power 121% Range: 1.2x Uses 130% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +3% Spell.pwr +16 (+5 eff.) Melee+ 21 arcane Dmg.mod +20% physical ---------- misc N.En/turn +0.12 Max.mana +47.00 Max.N.En +27.00 Light -1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 waraxe 1H weapon [Unique] Arcane Power 150% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +10.0% Atk.spd 100% On Hit.r1 +25 blight On Hit: 10% Curse of Death 3 On Hit: 10% Curse of Vulnerability 3 While equipped: dps ---------- Spell.pwr +20 (+7 eff.) Dmg.mod +20% blight On Spell Hit: 10% Curse of Impotence 3 On Spell Hit: 10% Curse of Defenselessness 3 The land withers and crumbles wherever this cursed axe rests. |
![]() 3.0 T2 waraxe 1H weapon [Ego+] Arcane Power 111% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 81 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +10% cold Res.pen +10% cold One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego+] Arcane Power 142% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * Create an explosion dealing 81 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +13% acid Res.pen +7% acid One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Master Power 122% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +11 (+4 eff.) Apr +7 One-handed war axes. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Phys.save +9 (+3 eff.) Mind.save +5 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +12% darkness ----- def ----- Resists +18% darkness +11% all Mind.save +19 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +6% acid +9% physical +17% fire +10% cold ----- def ----- Resists +13% acid +14% physical +13% fire +14% cold +13% all ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +5 Str +6 Mag +5 Wil dps ---------- Dmg.mod +14% lightning +17% physical +9% cold ----- def ----- Resists +8% blight +8% cold +7% lightning +11% all Max.HP +52.00 HP.reg +1.90 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Cun dps ---------- Crit.mult +14.00% Dmg.mod +10% cold ----- def ----- Resists +13% all +15% cold ---------- misc Hate/m.crit +4.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+1 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Melee+ 7 acid Dmg.mod +5% acid Res.pen +5% lightning ----- def ----- Armour +2 Resists +6% acid +3% temporal +3% nature +9% light Die.at -20.00 life Unarmed combat: Power 115% Range: 1.1x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +7 acid On Hit: 10% Corrosive Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str dps ---------- Phys.crit +2.0% Dmg.mod +9% physical Res.pen +10% arcane ----- def ----- Armour +3 Fatigue +3% Resists +8% nature Phys.save +9 (+3 eff.) Spell.save +4 (+2 eff.) Max.HP +55.00 Heal.mod +13% A cap made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +5 Cun +6 Wil ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +8% Phys.save +11 (+3 eff.) Mind.save +10 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Str +2 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +10% blight +7% physical +29% darkness ---------- misc Light +3 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +11 Defense +3 (+1 eff.) Fatigue +12% Resists +10% blight +7% cold +16% darkness +7% acid ---------- misc Light +1 Breathe water A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +13% blight +14% darkness ---------- misc Light +2 A suit of armour made of mail. |
![]() 9.0 T4 light armor [Ego++] Nature/Master While equipped: Stats +4 Str +8 Dex ----- def ----- Armour +10 Defense +18 (+6 eff.) Fatigue +8% Resists +8% acid +9% cold Phys.save +9 (+3 eff.) ---------- misc Breathe water A suit of armour made of leather. |
Timekeeper (12 def, 4 armour, 132% power, 74 block) Timekeeper (12 def, 4 armour, 132% power, 74 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 132% Range: 1.1x Uses 50% Mag, 100% Str Dmg Physical Crit +5.0% Block +74 While equipped: ----- def ----- Armour +4 Defense +12 (+4 eff.) Rng.Def +9 (+3 eff.) Fatigue +6% Resists +14% temporal +14% darkness +14% cold Teleport- +100% ---------- misc Talents +3 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego] Master/Psionic When used to Attack: Power 139% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 While equipped: dps ---------- On Hit (Melee): * 8% chance to reduce all saves and defense by 17 On Melee Ret: * 13% chance to reduce all saves and defense by 17 ----- def ----- Armour +6 Fatigue +8% Resists +19% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 157% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +189 While equipped: ----- def ----- Armour +14 Fatigue +8% Resists +14% physical ---------- misc Talents +1 Block Handheld deflection devices. |
nature's granite wardstone of acid warding nature's granite wardstone of acid warding1.0 T2 wardstone armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Defense +4 (+1 eff.) Resists +11% acid Dmg.red +2 all Phys.save +12 (+4 eff.) Proj.slow +15% ---------- misc Wards +2 acid Talents +2 Ward Handheld warding devices |
![]() 0.0 T4 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +4 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T5 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +5 Blackice Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T4 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +4 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T5 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T4 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T5 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T4 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +4 Farstrike Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T5 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Frost Grab Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T5 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T5 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Dmg.mod +28% acid +28% physical +28% blight Res.pen +21% acid +21% physical +21% blight Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T4 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Dmg.mod +25% blight +25% fire +25% darkness Res.pen +18% blight +18% fire +18% darkness Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T4 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +28% acid +28% darkness +28% blight Dmg.red +18 acid +18 darkness +18 blight Demon status: alive (100% life). The seed of a demon. |
![]() 3.0 T4 arrow ammo [Ego+] Nature/Master Power 170% Range: 1.4x Uses 70% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +11.5% Capacity 23 Ranged+ +17 nature On Crit: * Wound the target dealing 331 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +8 Str +6 Wil dps ---------- Phys.crit +7.0% Mind.crit +7% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 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. |
Achievements
By zamba the Skeleton Demonologist level 27
31st Regrowth 123rd year of Ascendancy at 11:18 see stats
By zamba the Skeleton Demonologist level 19
50th Haze 122nd year of Ascendancy at 23:16 see stats
By zamba the Skeleton Demonologist level 17
3rd Haze 122nd year of Ascendancy at 10:10 see stats
By zamba the Skeleton Demonologist level 22
14th Regrowth 123rd year of Ascendancy at 06:02 see stats
By zamba the Skeleton Demonologist level 10
2nd Flare 122nd year of Ascendancy at 01:53 see stats
By zamba the Skeleton Demonologist level 20
64th Haze 122nd year of Ascendancy at 07:48 see stats
By zamba the Skeleton Demonologist level 30
44th Regrowth 123rd year of Ascendancy at 04:33 see stats
By zamba the Skeleton Demonologist level 19
32nd Haze 122nd year of Ascendancy at 01:49 see stats
By zamba the Skeleton Demonologist level 28
36th Regrowth 123rd year of Ascendancy at 10:01 see stats
By zamba the Skeleton Demonologist level 19
9th Haze 122nd year of Ascendancy at 12:50 see stats
By zamba the Skeleton Demonologist level 17
2nd Haze 122nd year of Ascendancy at 08:20 see stats
By zamba the Skeleton Demonologist level 14
64th Dusk 122nd year of Ascendancy at 05:33 see stats
By zamba the Skeleton Demonologist level 16
1st Time of Equilibrium 122nd year of Ascendancy at 20:40 see stats
By zamba the Skeleton Demonologist level 24
26th Regrowth 123rd year of Ascendancy at 06:29 see stats
By zamba the Skeleton Demonologist level 18
7th Haze 122nd year of Ascendancy at 13:03 see stats
By zamba the Skeleton Demonologist level 30
48th Regrowth 123rd year of Ascendancy at 23:51 see stats
By zamba the Skeleton Demonologist level 25
30th Regrowth 123rd year of Ascendancy at 09:15 see stats
Log
Lava floor burns Ghast!
Ghast misses zamba.
Lava floor burns Ghoulking!
Ghoulking uses Ghoulish Leap.
Ghoulking speeds up.
zamba hits Ghoulking for 39 fire damage.
zamba hits Ghast for 39 fire damage.
zamba hits Ghast for 39 fire damage.
zamba hits Ghast for 39 fire damage.
zamba hits Ghoulking for 39 fire damage.
zamba hits Ghast for 39 fire damage.
zamba hits Ghast for 39 fire damage.
zamba hits Ghast for 39 fire damage.
zamba hits Ghast for 39 fire damage.
Lava floor burns zamba!
zamba hits zamba for (20 flat reduction), 3 fire (3 total damage).
Zamba hardens its skin.
Lava floor burns Celia!
Celia casts Invoke Darkness.
Celia's spell attains critical power!
Darkness pulsates around Celia!
Zamba deactivates Fearscape.
Fearscape is still on cooldown for 60 turns.
Celia hits zamba for 110 cold, 581 darkness (692 total damage).
zamba hits Celia for 39 fire damage.
zamba the level 30 skeleton demonologist was darkened to death by Celia on level 1 of Fearscape.
You are brought back from the Fearscape!
Saving game...
Saving done.