










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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:
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 | Ogre |
| Class | Doombringer |
| Level / Exp | 31 / 27% |
| Size | huge |
| Lifes / Deaths | Killed by Aldosel the dwarf at level 16 on the 76th Dusk 122nd year of Ascendancy at 10:15 0 / 7Killed by Aldosel the dwarf at level 16 on the 76th Dusk 122nd year of Ascendancy at 11:55 Killed by Poltergeist Bloomsoul at level 23 on the 24th Haze 122nd year of Ascendancy at 07:31 Killed by greater multi-hued wyrm at level 30 on the 56th Haze 122nd year of Ascendancy at 12:22 Killed by greater multi-hued wyrm at level 30 on the 56th Haze 122nd year of Ascendancy at 19:06 Killed by elven corruptor at level 31 on the 58th Haze 122nd year of Ascendancy at 12:04 Killed by Polutta the elven cultist at level 31 on the 58th Haze 122nd year of Ascendancy at 13:35 |
Primary Stats
| Strength | 120 (base 44) |
| Dexterity | 13 (base 10) |
| Constitution | 15 (base 15) |
| Magic | 91 (base 60) |
| Willpower | 20 (base 10) |
| Cunning | 32 (base 23) |
Resources
| Life | -96/1164 |
| Stamina | 180/255 |
| Vim | 127/260 |
| Healing Factor | 1.2660311219418 |
| Regeneration | 10.44475675602 |
Speed
| Mental | +6.6613381477509E-14% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 151 |
| Accuracy | 39 |
| Crit Chance | 36% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +7% |
| Light | +9% |
| Cold | +24% |
| Nature | +12% |
| Physical | +19% |
| Fire | +20% |
| All | 0% |
Offense: Damage Penetration
| Mind | +25% |
| Physical | +7% |
| Fire | +40% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 40.723073231957 (96.438666929426%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 36 |
| Mental Save | 23 |
Defense: Resistances
| Nature | + 12%( 70%) |
| Lightning | + 28%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 3%( 70%) |
| Darkness | + 13%( 70%) |
| Arcane | + 10%( 70%) |
| Fire | + 28%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 32% |
| Bleed Resistance | 40% |
| Confusion Resistance | 47% |
| Teleport Resistance | 20% |
| Stun Resistance | 51% |
| Instadeath Resistance | 100% |
| Silence Resistance | 37% |
Inscriptions (4/4)
| 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 626 damage for 5 turns. 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 141 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 266 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Corruption / Fearfire | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 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 grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by Lisewe the black ooze. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Heart of the Gloom. Escort: repented thief (level 2 of Heart of the Gloom)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed minotaur nose. * You've found the needed vial of elder vampire blood. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed hummerhorn wing. * You've found the needed multi-hued wyrm scale. | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | undeterred pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Armour +3 Silence- +37% Confus- +27% Stun/Frz- +28% Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Light source | Erigamnir the alchemist's lamp1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% light ----- def ----- Defense +20 (+10 eff.) Resists +5% arcane +3% light +10% darkness Affinity +5% light Max.HP +100.00 Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +6 Infravis +2 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 177.79 light damage. At talent level 3 you gain 31% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Zeridur the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +2 Mag dps ---------- Res.pen +25% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Armour +3 Fatigue +3% Max.HP +100.00 Confus- +20% ---------- misc Mana/s.crit +2.00 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 600.1 Physical damage. If the attack hits, the target is confused (27% 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. |
| Tool | innervating ash totem of healing [power 188] (15 cooldown)2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | rogue's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% fire ----- def ----- Defense +6 (+3 eff.) Resists +22% fire Rings make your fingers look great! |
| On fingers | conjurer's gold ring of life0.1 T3 ring jewelry [Ego++] Arcane/Nature While equipped: Stats +6 Mag +4 Wil dps ---------- Spell.pwr +8 (+2 eff.) ----- def ----- Max.HP +55.00 HP.reg +8.00 Heal.mod +12% Rings make your fingers look great! |
| Around waist | Zubagalle1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +12% physical Melee Ret 10 blight ----- def ----- Armour +6 Resists +5% arcane Max.HP +43.00 ---------- misc Max.stam +10.00 A belt that goes around your waist. |
| In main hand | dwarven-steel greatmaul 'Eilinatira' (39-58 power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Master Power 39.0 - 58.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +4 blight While equipped: Stats +7 Str dps ---------- S.pwr/crit +4 Dmg.mod +7% physical Res.pen +7% physical Acc +33 (+11 eff.) Apr +10 ----- def ----- Defense +7 (+4 eff.) Disarm- +32% ---------- misc Max.stam +30.00 Massive two-handed mauls. |
| On hands | Sleetparry the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +5% Crit.mult +8.00% Phys.pwr +10 (+3 eff.) Melee+ 8 lightning Dmg.mod +7% lightning +18% cold Res.pen +15% fire ----- def ----- Armour +2 Resists +7% lightning +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Tidesnake the steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Arcane While equipped: Stats +6 Str +3 Mag +5 Wil dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Phys.pwr +12 (+3 eff.) Spell.pwr +14 (+4 eff.) Mind.pwr +13 (+4 eff.) Dmg.mod +6% cold ----- def ----- Armour +9 Fatigue +22% Resists +11% lightning +3% temporal +12% nature +3% darkness Disease- +20% A suit of armour made of metal plates. |
| Cloak | cashmere cloak 'Corpsegrit' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Mind.pwr +30 (+10 eff.) Dmg.mod +12% nature +9% fire Res.pen +25% fire Melee Ret 6 nature ----- def ----- Defense +2 (+1 eff.) Phys.save +10 (+4 eff.) Mind.save +9 (+5 eff.) Die.at -50.00 life ---------- misc Equi/ret +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Heal.mod +10% Cut- +40% Stun/Frz- +23% 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 287 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
heroism infusion of the warrior (die at -989; dur 6; cd 31)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -989 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1979 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 warrior (speed 991%; cd 12)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 991% 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 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 warrior (speed 857%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 857% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 134; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 134 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Nereleta0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning Res.pen +5% blight ----- def ----- Resists +22% lightning +6% mind Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +1.00 Rings make your fingers look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +3 Mag +5 Wil +8 Cun dps ---------- Phys.pwr +15 (+4 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +11% lightning +3% physical Acc +20 (+7 eff.) ----- def ----- Armour +6 Resists +22% lightning 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. Uses 1 power out of 1/1 "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? |
conjurer's copper ring of luminosity0.1 T1 ring jewelry [Ego++] Arcane While equipped: Stats +7 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 12 light Ranged+ 13 light Dmg.mod +11% light Rings make your fingers look great! |
steel ring 'Eroruisin'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +6 Dex +3 Mag dps ---------- Res.pen +20% physical Melee Ret 6 physical ----- def ----- Resists +9% mind Spell.save +6 (+3 eff.) Rings make your fingers look great! |
warrior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +21.00 Disarm- +21% Pinning- +21% Knockbk- +22% Rings make your fingers look great! |
Cloudtyphoon the dwarven-steel greatsword (48-77 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 48.0 - 76.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +15% lightning ----- def ----- Armour +16 Resists +6% lightning Silence- +10% Massive two-handed swords. |
Staff of Absorption7.0 staff 2H weapon [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+5 eff.) Acc +20 (+7 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. |
infernal elven-wood vilestaff (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +29.00% Spell.pwr +18 (+5 eff.) Melee+ 16 fire Dmg.mod +25% darkness ---------- misc See.Invis +11 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short ash starstaff of illumination (15-18 power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Ego+] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +4% Phys.pwr +6 (+2 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +15% darkness Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 98.36 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew magestaff (20-24 power, 4 apr, fire element)5.0 T3 staff 1H weapon [Ego+] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +7% Phys.pwr +10 (+3 eff.) Spell.pwr +15 (+4 eff.) Dmg.mod +20% fire Acc +7 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
grounding rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +5% temporal Max.HP +30.00 A belt that goes around your waist. |
Glaldavena the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Str +1 Mag +2 Wil +1 Cun ----- def ----- Defense +1 (+1 eff.) Resists +9% blight +3% nature Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+2 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 16% chance to evade melee and ranged attacks and 6 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glorona the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +4 Dex dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Apr +3 ----- def ----- Armour +1 Crit.chn- 5.00% ---------- misc Infravis +3 A pair of boots made of leather. |
Xanaba the pair of iron boots (5 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Defense +5 (+3 eff.) Fatigue +2% Resists +6% fire +6% cold Mind.save +3 (+2 eff.) HP.reg +4.00 Teleport- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Brightzeal' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold Res.pen +10% fire On Hit (Melee): * 10% chance to reduce armor by 40% ----- def ----- Armour +4 Fatigue +3% Resists +9% cold +18% fire HP.reg +4.00 Heal.mod +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Salyvena the Nimbusvalor (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +22% arcane ----- def ----- Armour +1 Resists +12% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
blighted dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 8 blight Dmg.mod +5% blight Acc +12 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% blight 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. |
cinder dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 8 fire Dmg.mod +3% fire Acc +13 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% fire 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. |
dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +11 (+3 eff.) ----- def ----- Armour +2 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. |
Camilathathad (10 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue +5% Resists +3% blight +6% cold +5% arcane Spell.save +3 (+1 eff.) Stun/Frz- +20% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 39.49 to 118.48 lightning damage (78.98 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Sleetstake (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Con dps ---------- Melee Ret 4 cold ----- def ----- Armour +4 Fatigue +4% Resists +10% cold +3% mind +5% physical ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xanobreyawyn the Umbrapower (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% light Res.pen +10% darkness ----- def ----- Armour +1 Fatigue +1% Resists +3% light +9% darkness A cap made of leather. |
defender's dwarven-steel helm of absorption (4 def, 9 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +4% Resists +3% all Phys.save +7 (+3 eff.) ---------- misc Stam/ret +1.10 Equi/ret +0.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel plate armour 'Isuyakira' (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +21% lightning +6% temporal +25% light +25% darkness Confus- +10% Teleport- +10% A suit of armour made of metal plates. |
124 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. |
5 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. |
4 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. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
5 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 175.32 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 175.32 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern 'Layivea'2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +6% mind +6% lightning Mind.save +5 (+3 eff.) Heal.mod +5% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +3 See.Stealth +6 See.Invis +8 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. |
dwarven lantern 'Islelramiwyn'1.0 T5 lite [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +15.00% Phys.pwr +17 (+4 eff.) Res.pen +10% physical Acc +10 (+4 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +7% cold +2% physical +7% temporal Def/telep +14 Res/telep +13% Dur/telep +13% ---------- misc Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
5 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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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 369/400 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. |
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. |
iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
10 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. |
Frigidtrial the elm wand of lightning storm [power 116] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +6 Resists +3% cold ---------- misc Stam/turn +2.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (124 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lavasweep the yew wand of conjuration [power 245] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +6% fire Res.pen +10% fire Apr +3 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Defense +10 (+5 eff.) ---------- misc Max.stam +20.00 Fire a magical bolt dealing 294 fire damage Puts all charms on 15 cooldown 100% to cleanse 3 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. |
4 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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
Achievements
A View From The Gallery (Nightmare (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By VAPRAK the Ogre Doombringer level 24
34th Haze 122nd year of Ascendancy at 04:13 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By VAPRAK the Ogre Doombringer level 30
57th Haze 122nd year of Ascendancy at 10:05 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By VAPRAK the Ogre Doombringer level 16
67th Dusk 122nd year of Ascendancy at 22:20 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By VAPRAK the Ogre Doombringer level 21
18th Haze 122nd year of Ascendancy at 02:27 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By VAPRAK the Ogre Doombringer level 19
5th Haze 122nd year of Ascendancy at 05:55 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By VAPRAK the Ogre Doombringer level 26
35th Haze 122nd year of Ascendancy at 14:23 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By VAPRAK the Ogre Doombringer level 25
35th Haze 122nd year of Ascendancy at 01:25 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By VAPRAK the Ogre Doombringer level 5
76th Pyre 122nd year of Ascendancy at 16:21 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By VAPRAK the Ogre Doombringer level 10
2nd Mirth 122nd year of Ascendancy at 03:38 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By VAPRAK the Ogre Doombringer level 20
6th Haze 122nd year of Ascendancy at 16:54 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By VAPRAK the Ogre Doombringer level 30
55th Haze 122nd year of Ascendancy at 17:18 see stats
Once bitten, twice shy (Nightmare (Adventure) difficulty)
Escaped the Anteroom of Agony.By VAPRAK the Ogre Doombringer level 26
35th Haze 122nd year of Ascendancy at 13:33 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By VAPRAK the Ogre Doombringer level 26
44th Haze 122nd year of Ascendancy at 06:39 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By VAPRAK the Ogre Doombringer level 23
24th Haze 122nd year of Ascendancy at 07:30 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By VAPRAK the Ogre Doombringer level 10
6th Mirth 122nd year of Ascendancy at 12:24 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By VAPRAK the Ogre Doombringer level 16
1st Dusk 122nd year of Ascendancy at 11:27 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By VAPRAK the Ogre Doombringer level 28
53rd Haze 122nd year of Ascendancy at 01:16 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By VAPRAK the Ogre Doombringer level 19
5th Haze 122nd year of Ascendancy at 03:02 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By VAPRAK the Ogre Doombringer level 29
55th Haze 122nd year of Ascendancy at 17:18 see stats
Log
Polutta the elven cultist is not dazed anymore.
Talent Burning Sacrifice is ready to use.
Weakness Disease from Polutta the elven cultist hits VAPRAK for (23 abyssal shield), 23 blight (23 total damage).
Polutta the elven cultist's Living Lightning hits VAPRAK for (22 abyssal shield), 22 lightning (22 total damage).
VAPRAK receives 2 healing from Devouring flames from VAPRAK.
Bleeding from VAPRAK hits Polutta the elven cultist for 59 physical damage.
Burning from VAPRAK hits Polutta the elven cultist for 5 fire damage.
Polutta the elven cultist receives 91 healing from VAPRAK's demonfire area effect.
VAPRAK's demonfire area effect hits VAPRAK for (34 abyssal shield), 34 fire (34 total damage).
VAPRAK's demonfire area effect hits Elven blood mage for 75 fire damage.
VAPRAK's demonfire area effect hits Elven corruptor for (87 to bones), 0 fire (0 total damage).
Elven cultist receives 75 healing from VAPRAK's demonfire area effect.
Polutta the elven cultist casts Thunderclap.
Polutta the elven cultist hits VAPRAK for (44 abyssal shield), 51 physical, (41 abyssal shield), 41 lightning (93 total damage).
Elven corruptor casts Blood Grasp.
Weakness Disease from Polutta the elven cultist hits VAPRAK for (23 abyssal shield), 23 blight (23 total damage).
VAPRAK receives 2 healing from Devouring flames from VAPRAK.
Bleeding from VAPRAK hits Polutta the elven cultist for 50 physical damage.
Burning from VAPRAK hits Polutta the elven cultist for 5 fire damage.
Polutta the elven cultist receives 91 healing from VAPRAK's demonfire area effect.
VAPRAK's demonfire area effect hits VAPRAK for (26 abyssal shield), 26 fire (26 total damage).
Elven corruptor receives 18 healing from Elven corruptor's Blood Grasp.
Elven corruptor's Blood Grasp hits VAPRAK for (42 abyssal shield), 85 blight (85 total damage).
Polutta the elven cultist casts Rune: Acid Wave.
VAPRAK is disarmed!
Polutta the elven cultist hits VAPRAK for (42 abyssal shield), 84 acid (84 total damage).
Polutta the elven cultist casts Drain.
Polutta the elven cultist's spell attains critical power!
Polutta the elven cultist hits VAPRAK for (41 abyssal shield), 270 blight (270 total damage).
VAPRAK the level 31 ogre doombringer was poxed to death by Polutta the elven cultist on level 1 of Mark of the Spellblaze.
































































































































