Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Draconians 1.0.4New race that's primarily nature themed and shares some abilities with the wymics class. Each run has a random flavor based on your dragons heritage. Edit: New version :) You can now choose your dragon type when you pickup an item acquired from the first boss. This process is at least partly configured for: sun paladins wyrmics oozemancers anorithils archmages arcane blades shadowblades solipsists mindslayers doomed alchemists druids Basically you are presented with a simple choice(or multiple choices) and have the option of allowing the game to randomly choose your type(which can include more powerful subclass specific types) VampireLord 1.5.3VampireLord class Walk the path of a true vampire lord ! Feast upon your prey, thus increasing your blood pool, drag their corps in you shadow, later you can extract blood from those, event get stats and talent points from them. feedback and comment are welcomed on the relater forum thread changelog v a3.0: (we hunger update) + missing updates -manipulation implemented (a rip-off form the gloom talent tree with a necrotic aura twist -added talent tree spell/animous -added talent tree cursed/fear -shadowrift implemented (a rip-off from shadowwraith tree at the expanse of blood) -adding of hunger ... every x turn a percentage of your blood will be conssumed to sustain you hunger -tweaked other things v a2.6: -fixed onTakeHit superload (thanks to StarKeep) v a2.5: -re-ajusted "sadism" talents cost v a2.4: -fixed exangation dialogue box resolve v a2.3: -preUseTalent and postUseTalent should work well now! v a2.2: -fix of misstyping (preUseTalent) v a2.1: -fixed talents requirement and order for "sadism" talent tree. v a2.0: -talent tree "sadism" unleached !!! v a0.3: -prevented summons to be added to corpse pool (need to be tested) v a0.2: -spellcheck v a0.1: -the backbone are stuffed implemented: blood pool: a resource that add to life, as long as you have blood in your blood pool damage dealt to you will apply on your blood pool instead of your life. sanguinism talent tree - Feast: - Empowerment: - Exsanguation: - Blood Bound: x decrease with talent level while percentage increase. sadism talent tree: -tribute: pay a percentage of your max health to inflict to the target damage based on his max health. -stupeffy: pay a percentage of your max health to cause an aoe that hav a chance to inflict fear to all creature in it plus minorely damaging them. -blood river: pay a percentage of your max blood to cause a large blight aoe that heal you of a percentage of the damage inflicted with it. -pike jungle: pay a percentage of your max health to cause a small pinnig aoe that deal medium phisical damage =Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Star kitty race 1.4.8Adds Star-kitties as a playable race. They're kinda unbalanced, it all started as a joke. Just consider them a way to run around as a space cat. It actually keeps bugging out when I try to upload it to the Steam workshop. No idea why, all my other addons upload fine. It's been like that for ages. If anyone knows why, let me know so I can get it to Steam too. Celestial Avatar Class 1.0.1"Celestial Avatars are the representation of the heavenly bodies summoned by Anorithils to help in the defense the Gates of Morning. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Harbinger 1.5.6 Half Orcs 1.2.5You are the bastard son of an orc invader from the east and a farmer's wife. Introducing Half-Orcs! 0.0.2 Bugfix Release: 0.0.3 0.0.4 0.0.5 0.0.6 "Home sweet home Edition" Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Exotic Weapon Master 1.4.3Let your character to be an exotic weapon master: - Allows training of Exotic Weapon Mastery - Gives out more exotic weapons - The Library in Last Hope now sells exotic weapons This addon "borrows" something from two existing addons: - grayswandir's More Exotic Weapons http://te4.org/games/addons/tome/more-exotic-weapons - Effigy's Unlock Exotic Mastery http://te4.org/games/addons/tome/unlock-exotic Thanks to you guys. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Xorn Race 1.2.5Xorns, four armed creatures of earth.
Release 0.0.2 "BugFixes Are Go!" + Changed starting equipment + Changed starting text + Added create alchemist gems. + Altered extract gems + Changed the way gem eating talent works. + Fixed Earth Glide Working in the Overworld + Fixed Earth Glide acting as a free teleport + Fixed Quickswap bug + Added Temporary Xorn Paperdoll Released 0.0.3 "Bugfix + Easy Mode" + Fixed racial Alchemist gems costing mana + Removed any class restrictions Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Bonuses at Level 10 1.5.10Characters are given +2 Class Talents, +2 Generic Talents, +10 Stat Points, and +1 Prodigy Points upon reaching level 10. This is meant to compensate for the removal of Alchemist Quests, Escorts, Yeek Wayist's Buff, and Wyrm Bile's Stat Changes which are tedious but provide very nice rewards. The idea is to restore some of the power which is lost by removing these rewards without changing the overall strength of the character. Getting the Light Category via escort, for instance, is easily as good as most Prodigies. You can download the mod that removes these things here, made by Regalion: Mountain Troll Race 1.5.5This addon adds Mountain Trolls as a playable race to the game. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Hedgeknight Class 1.2.3They say that deep within the forests of The Gloom lies a mysterious hedge maze, expanding as far as the eye can see. --- This addon adds in the Hedgeknight Class, a Two-Handed warrior who uses the power of 'The Hedge' to augment his power with various summons and buffs. --- Talents Ivy All talents in this tree revolve around summoning friendly Ivy, each of which has a different effect, and scales slightly differently. Each Ivy's effect is applied when you land a melee attack on an enemy that is also within melee range of an Ivy. Additionally, all Ivy (and your Bush Guardian) are part of a Plant Network, that allows them to share damage with one another. Poison Ivy Resist All is equal to 50% of your poison resistance. Crippling Ivy Resist All is equal to 50% of your physical save. Razorleaf Ivy Resist All is equal to 50% of your bleeding resistance. Medicinal Ivy Resist All is equal to 50% of your heal mod. Thorns Offers some basic combat moves, a little bit of mobility, and a sustain that greatly increases your damage potential in extended fights. Thorn Whip Attack a nearby enemy within range 4 for Nature weapon damage. Thorn Graze Attack an enemy in melee range for Nature weapon damage. Thorn Rose Grants passive Pin, Poison, and Bleeding resistance. Thorn Body Sustain that grants passive Armor and Strength. Bush Guardian A tree that revolves around a moderate damage pet, that uses him for mobility and damage options. Bushy Beard Passively grant yourself Constitution and Accuracy. Bush Taunt Requires your Bushy Friend to be on the battlefield. Bush to Bush Requires your Bushy Friend to be on the battlefield. Bush Whacker Requires your Bushy Friend to be on the battlefield and within 2 tiles of yourself. Hedgecraft A tree that revolves around using your control over the hedge to do weave 'Impossible' feats. One With the Hedge Link yourself into your Plant Network, sharing and receiving damage though it. Hedgify Empower your weapon with the very power of the Hedge itself, and attack all targets within a range of 3 for half Nature, half Poison damage. Hedge Portal Step 'through' the Hedge to your target location, gaining bonus Armor, Defense, and Resist All for a few turns. Hedge Grasp Pull in a nearby enemy with the power of the hedge, pinning and blinding them. Petals A tree that revolves around low to mid ranged melee combat. Petal Beam Attack an enemy at short range with a Nature Weapon attack. Petal Swarm Attack an enemy at short to medium range with a Nature Weapon attack. Petal Implosion Attack an enemy in melee range with a high damage Nature Weapon attack. Petal Dance Sustain this talent to become one with your Petals. Inferno Race Pack 1.4.0Adds a collection of my races. Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Treant Race 1.1.5Adds in a Treant Race. Witherer Class 1.3.1The Witherer is a Corruptor that focusses on slowly killing their enemies. Items Vault 1.5.0Donators/Buyers bonus! Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! Showing Items Tier in Inventory 1.5.10This 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 The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Boneling Talent Tree 1.4.8Adds in the Boneling tree for Corrupters and Reavers. Summon forth a swarm of self-replicating(and self-destructive) Boneling minions. Carve two Bonelings from target foe's body, dealing Moderate Physical damage. Bonelings are weak melee attackers. Whenever they land an attack on a foe, they spawn another Boneling, up to a maximum which scales with TL and Willpower. - Splinter Overload target Boneling with extra Vim, causing it to explode for High Physical damage in a small radius. The primary explosion can hurt friendlies. Additionally, upon learning this talent, any Bonelings that die via any means explode for Minor Physical damage in a radius of 1. The secondary explosion does not hurt friendlies.- Collar Bone Must target foe that is surrounded by at least 2 Bonelings. All adjacent Bonelings sacrifice themselves to attach to target foe, reducing their damage dealt for 5 turns by a Moderate value. - Rough Ribbed You have learnt to intwine yourself with your Bonelings. Blood Knight Class 1.1.5Contains a new melee class - the Blood Knight Details & discussion here: Shield Tactics - New Bulwark Talent Category 1.5.10Adds the 'Technique/Shield tactics' talent tree as a new generic category available to Bulwarks. Starts locked at 1.3 mastery, and requires Con. 1)Tempered Will: 2)Relentless Retaliation: 3)Tactical Defense: 4)Reflexive Block: Effigy Race 1.3.1Adds the Effigy race, artificial constructs created to carry the spirits of the dead. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Vor'tep 1.5.10Adds the Vor'tep as a new Giant sub-race, a breed of altered trolls. Get it right here or on the Steam Workshop. Vor'tep have a life rating of 13 and an experience penalty of 15% and start with +3STR, +3WIL, +3CON,+3MAG, -2DEX, and -2CUN. Vor'tep posses the strength and will to wield any one-handed weapon in their offhand innately. Vor'tep have the following racial talents: Trollkin Fortitude Trollblood Blood Rush Internal Inscription Talent icons from game-icons.net. Select your Escorts 1.5.10Allows 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. More Taints 1.5.2Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Better Item Description 1.5.10This 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 Haunted class 1.1.5Haunted: an unarmed hate-based warrior Verdant Class Pack 1.5.10Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Vor'tep |
Class | Cursed |
Level / Exp | 65 / 26% |
Size | 6 (giant) |
Lifes / Deaths | Killed by Belugavena the cutpurse at level 23 on the 4th Mirth 122nd year of Ascendancy at 00:11 0 / 7Killed by Belugavena the cutpurse at level 23 on the 4th Mirth 122nd year of Ascendancy at 00:24 Killed by Beloma the shadow claw at level 44 on the 1st Flare 122nd year of Ascendancy at 03:57 Killed by shadow at level 45 on the 5th Dusk 122nd year of Ascendancy at 10:49 Killed by Boden at level 50 on the 5th Dusk 122nd year of Ascendancy at 18:32 Killed by Glenn the ghoul at level 65 on the 12nd Dusk 122nd year of Ascendancy at 18:05 Killed by Glenn the ghoul at level 65 on the 12nd Dusk 122nd year of Ascendancy at 18:41 |
Primary Stats
Strength | 117 (base 74) |
Dexterity | 56 (base 31) |
Constitution | 114 (base 64) |
Magic | 28 (base 10) |
Willpower | 108 (base 64) |
Cunning | 23 (base 10) |
Resources
Life | 2568/2582 |
Hate | 12/100 |
Healing Factor | 1.9998205118878 |
Regeneration | 33.097029471743 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +42% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 6 |
See Stealth | 17 |
See Invisible | 30 |
Offense: Mainhand
Damage | 286 |
Accuracy | 72 |
Crit Chance | 27% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19.5 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 83 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +24% |
Mind | +41% |
All | +9% |
Lightning | +44% |
Light | +20% |
Physical | +63% |
Cold | +22% |
Fire | +29% |
Darkness | +15% |
Offense: Damage Penetration
Darkness | +10% |
Temporal | +25% |
Physical | +24% |
Fire | +25% |
Acid | +45% |
Defense: Base
Armour (hardiness) | 32 (38.536585365854%) |
Defense | 64 |
Ranged Defense | 67 |
Fatigue | 0 |
Physical Save | 86 |
Spell Save | 47 |
Mental Save | 72 |
Defense: Resistances
Acid | + 54%( 70%) |
Blight | + 49%( 70%) |
Physical | + 59%( 73%) |
Cold | + 62%( 70%) |
All | + 40%( 70%) |
Lightning | + 70%( 70%) |
Temporal | + 44%( 70%) |
Darkness | + 81%( 83%) |
Mind | + 68%( 70%) |
Fire | + 61%( 70%) |
Nature | + 50%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 70% |
Fear Resistance | 50% |
Teleport Resistance | 15% |
Blind Resistance | 15% |
Disarm Resistance | 39% |
Pinning Resistance | 5% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 479 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 427 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: OxygenUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to restore 160 stamina and air over 10 turns. Its effects scale with your Magic stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.20 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 6/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Race / Vor'tep | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Repel |
talent | Gloom |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
detrimental effect | Huge cut that bleeds, doing -338725404.26 physical damage per turn. Bleeding -338725404.26/turn |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.0)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 5. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +5 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | Increases defense by 13. Mobile Defense |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 3%. Strength and Willpower are increased by 1. Poisons and diseases have a 10% chance of being neutralized each turn. Cursed Form |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+25% resist all). Shroud of Passing |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 6.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 14%) for 4 turns. Power 1+: Nightwalker: +24 Darkness Resistance, +13% Max Darkness Resistance, +14 See Invisible Power 2+: -1 Luck, +11 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 25% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 25% for 3 turns. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)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 |
A compliation of all your achievements earnt. Heroic AchievementsYou are 20% of the way to your next Rank. You have killed: 82 Uniques 26 Bosses 30 Elite Bosses 6 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 275. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed honey tree root. | active |
Equipment
On feet | pair of drakeskin leather boots 'Xyvea' (Shrouds) (9 def, 5 armour) pair of drakeskin leather boots 'Xyvea' (Shrouds) (9 def, 5 armour)2.0 T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Dex +5 Wil +5 Con +13 Lck dps ---------- Spell.pwr +4 (+0 eff.) Mind.pwr +6 (+1 eff.) Res.pen +9% physical Phasing +20% ----- def ----- Armour +5 Defense +9 (+3 eff.) Rng.Def +9 (+2 eff.) Fatigue -5% Resists +29% lightning +7% temporal +3% nature Phys.save +15 (+3 eff.) Stealth +12 Silence- +20% Pinning- +5% ---------- misc Max.enc +48 Max.mana +40.00 Max.vim +20.00 Curse of Shrouds Blindside: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 53% (at 0 Hate) to 176% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 36 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | Bleaksaw the dwarven lantern Bleaksaw the dwarven lantern0.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Mag +7 Wil +2 Cun dps ---------- Spell.pwr +16 (+2 eff.) Mind.pwr +4 (+0 eff.) Dmg.mod +11% light +13% mind On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +21% darkness Affinity +5% light Mind.save +14 (+4 eff.) ---------- misc Equi/ret +0.12 Light +12 See.Stealth +17 See.Invis +16 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 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 19.18 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | voratun helm 'Woetitan' (Madness) (0 def, 5 armour) voratun helm 'Woetitan' (Madness) (0 def, 5 armour)3.0 T5 head armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +5 Str +10 Dex dps ---------- Dmg.mod +6% darkness Res.pen +25% acid +10% darkness Melee Ret 8 acid 10 physical ----- def ----- Armour +5 Fatigue +5% Resists +23% acid +24% darkness +12% lightning +15% blight +15% fire +13% nature +14% cold Phys.save +16 (+3 eff.) ---------- misc Infravis +6 Curse of Madness 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 1373.2 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | copper ring 'Ivigamira' (Nightmares) copper ring 'Ivigamira' (Nightmares)0.1 T1 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) Mov.spd +12% Dmg.mod +6% arcane Res.pen +25% temporal Acc +6 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Nightmares Blinding Speed: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
On fingers | Emidhera the steel ring (Nightmares) Emidhera the steel ring (Nightmares)0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Con dps ---------- Phys.pwr +8 (+1 eff.) Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +11% lightning +6% all Phasing +20% Acc +14 (+3 eff.) Apr +2 ----- def ----- Resists +22% lightning +4% physical Spell.save +14 (+5 eff.) Mind.save +6 (+2 eff.) Confus- +27% ---------- misc Max.mana +40.00 Max.stam +16.00 Curse of Nightmares Rings can have magical properties. |
Around waist | drakeskin leather belt 'Aerann' (Corpses) drakeskin leather belt 'Aerann' (Corpses)1.0 T5 belt armor [Random Unique] Nature/Psionic While equipped: Stats +11 Str +23 Con dps ---------- Phys.pwr +20 (+4 eff.) Mind.pwr +29 (+5 eff.) Dmg.mod +9% physical Res.pen +20% acid +15% physical Acc +6 (+1 eff.) Apr +1 On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Phys.save +38 (+8 eff.) Mind.save +24 (+6 eff.) ---------- misc Size +2 Curse of Corpses A belt that goes around your waist. |
In main hand | Khulmanar's Wrath (Shrouds) (70-105 power, 8 apr) Khulmanar's Wrath (Shrouds) (70-105 power, 8 apr)3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Curse of Shrouds Infernal Breath: Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 243.54 fire damage, and flames will be left dealing a further 56.81 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
On hands | Boltquick the mega tauntlets (Corpses) (0 def, 10 armour) Boltquick the mega tauntlets (Corpses) (0 def, 10 armour)1.5 T5 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Str +4 Dex +4 Cun dps ---------- Phys.pwr +11 (+2 eff.) Dmg.mod +6% lightning Acc +12 (+3 eff.) ----- def ----- Armour +10 Resists +4% physical Phys.save +44 (+9 eff.) Mind.save +9 (+3 eff.) HP.reg +11.00 Disarm- +39% ---------- misc Stam/turn +2.40 Psi/turn +0.67 Talents +5 Block Cooldown Double Strike -1 Tauntlets behave like a shield, and allow you to block attacks. 105 block power. Curse of Corpses A turtle shell fit with a simple strap. It covers the entire forearm. |
Main armor | Polutira the elven-silk robe (Corpses) (44 def, 6 armour) Polutira the elven-silk robe (Corpses) (44 def, 6 armour)2.0 T5 cloth armor [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Str +7 Mag +19 Wil dps ---------- Mind.crit +5% Mind.pwr +5 (+1 eff.) Dmg.mod +18% lightning +33% physical +19% mind +13% cold ----- def ----- Armour +6 Defense +44 (+11 eff.) Resists +11% lightning +20% physical +22% mind +11% cold Ignore.dmg +12% Phys.save +31 (+6 eff.) Spell.save +9 (+3 eff.) Mind.save +64 (+15 eff.) Heal.mod +29% Heal/summ +30 Blind- +15% Teleport- +15% ---------- misc Hate/m.crit +2.00 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | thick linen cloak (Shrouds) (1 def, 6 armour) thick linen cloak (Shrouds) (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% cold Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Eilinalle the copper amulet Eilinalle the copper amulet0.1 T1 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +9% arcane Melee Ret 4 arcane ----- def ----- Fatigue -5% Spell.save +3 (+1 eff.) HP.reg +0.50 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.40 Max.mana +20.00 Max.vim +10.00 Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 551 for 7 turns) shielding rune of the warrior (absorb 551 for 7 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 551 damage for 7 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
taint of the vampire (16 extra life leech chance and amount for 8 turns) taint of the vampire (16 extra life leech chance and amount for 8 turns)0.1 T1 taint scroll [Rare] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Vampiric taint fills you; each time you deal damage, you have 16% chance to heal for 16% of the damage done. However this effect will only last 8 turns and your light resistance is weakened by 16%. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Worn Glyph Worn Glyph0.1 T1 amulet jewelry [Unique] Nature/Disrupt While equipped: ----- def ----- Resists +10% blight +10% nature +10% arcane Spell.save +5 (+2 eff.) Aged by time and nature, it isn't clear what is enscribed on this pendant. Some of its power still lingers though. |
Yvaldawyn the Glimmerworth Yvaldawyn the Glimmerworth0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +9% light On Hit (Melee): * 30% chance to blind Amulets can have magical properties. |
iron battleaxe (Nightmares) (13-19.5 power, 1 apr) iron battleaxe (Nightmares) (13-19.5 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 13.0 - 19.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Curse of Nightmares Massive two-handed battleaxes. |
voratun battleaxe 'Islibrevea' (Corpses) (78-117 power, 4 apr) voratun battleaxe 'Islibrevea' (Corpses) (78-117 power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master Power 78.0 - 117.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +20 blight +24 acid On Hit: 10% Epidemic 5 On Hit: * 28% chance to disease * Random elemental explosion On Crit: * splashes the target with acid While equipped: Stats +1 Cun +10 Con dps ---------- Crit.mult +20.00% Phys.pwr +21 (+4 eff.) Spell.pwr +6 (+1 eff.) Res.pen +20% acid +17% physical +17% cold +21% lightning +19% fire ----- def ----- Heal/summ +20 Disease- +34% Disarm- +43% ---------- misc Vim/s.crit +1.00 Curse of Corpses Massive two-handed battleaxes. |
Eilinetha (Shrouds) (16-20.8 power, 7 apr) Eilinetha (Shrouds) (16-20.8 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Arcane/Nature/Master Power 16.0 - 20.8 Physical Uses 40% Wil, 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 111% Melee+ +16 insidious poison +18 temporal +10 nature While equipped: Stats +8 Dex +3 Wil dps ---------- Dmg.mod +12% arcane +9% mind Acc +8 (+2 eff.) Melee Ret 7 temporal ----- def ----- Resists +7% temporal ---------- misc See.Invis +3 Telepathy Dragon Curse of Shrouds Sharp, short and deadly. |
Borosk's Hate (Corpses) (60-96 power, 22 apr) Borosk's Hate (Corpses) (60-96 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault Curse of Corpses This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Cracklereign the voratun greatsword (Nightmares) (63-100.8 power, 4 apr) Cracklereign the voratun greatsword (Nightmares) (63-100.8 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 63.0 - 100.8 Lightning Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +52 lightning +12 light On Hit: * 40% chance to daze at end of turn * 25% chance for lightning to arc to a second target * 20% chance to torment the target On Crit: * cripple the target While equipped: dps ---------- Phys.crit +17.0% Res.pen +42% mind +37% darkness Acc +8 (+2 eff.) ----- def ----- Armour +6 Resists +6% lightning Die.at -40.00 life ---------- misc Cooldown Reproach -2 Curse of Nightmares Massive two-handed swords. |
Tulyrach the voratun longsword (Misfortune) (55.5-77.7 power, 6 apr) Tulyrach the voratun longsword (Misfortune) (55.5-77.7 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Power 55.5 - 77.7 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +11 light Against +15% Undead On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * wounds the target for 7 turns: 22 bleeding, 70% reduced healing While equipped: Stats +2 Str +2 Dex +8 Mag +4 Cun +2 Con dps ---------- Phys.crit +30.0% Crit.mult +20.00% Phys.pwr +15 (+3 eff.) Res.pen +15% mind +12% darkness Acc +15 (+3 eff.) Apr +15 ----- def ----- Defense +15 (+4 eff.) Resists +5% arcane Disarm- +50% ---------- misc Telepathy Dragon Cooldown Reproach -2 Curse of Misfortune Sharp, long, and deadly. |
Undeathreign the voratun longsword (Shrouds) (58-81.2 power, 6 apr) Undeathreign the voratun longsword (Shrouds) (58-81.2 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Power 58.0 - 81.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 darkness +20 temporal Against +15% Living On Hit.r1 +8 nature On Crit.r2 +8 mind On Crit: * wounds the target for 7 turns: 22 bleeding, 70% reduced healing While equipped: Stats +7 Con dps ---------- Phys.crit +13.0% Phys.pwr +27 (+5 eff.) Dmg.mod +15% nature +3% mind Res.pen +14% physical Melee Ret 8 nature 14 temporal On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +18% temporal Disarm- +28% Curse of Shrouds Sharp, long, and deadly. |
voratun longsword 'Rainspar' (Shrouds) (43.5-60.9 power, 6 apr) voratun longsword 'Rainspar' (Shrouds) (43.5-60.9 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Power 43.5 - 60.9 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +22 cold On Hit.r1 +4 nature +4 lightning On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +6 Str dps ---------- Dmg.mod +6% nature +12% physical Res.pen +10% lightning +13% mind +15% darkness +26% nature Acc +30 (+6 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +6% nature +3% lightning Disarm- +45% ---------- misc Stam/ret +2.00 Cooldown Reproach -2 Curse of Shrouds Sharp, long, and deadly. |
Thermal Focus (Shrouds) (14-15.4 power, 32 apr, fire damage) Thermal Focus (Shrouds) (14-15.4 power, 32 apr, fire damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 14.0 - 15.4 Fire Uses 85% Wil, 25% Cun Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+3 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+4 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Wild-gift/Blaze +0.20 Psionic/Thermal mastery +0.10 Wild-gift/Blizzard Curse of Shrouds Thermal energies are focussed in the core of this mindstar. |
Isudheletira the Bolttorrent (Shrouds) (39-54.6 power, 6 apr) Isudheletira the Bolttorrent (Shrouds) (39-54.6 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 39.0 - 54.6 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 111% Melee+ +17 lightning +30 cold +29 light Against +30% Undead On Hit: * 40% chance to daze at end of turn * 25% chance for lightning to arc to a second target On Crit: * wounds the target for 7 turns: 22 bleeding, 70% reduced healing While equipped: Stats +7 Dex dps ---------- Phys.crit +15.0% Phys.pwr +13 (+2 eff.) Dmg.mod +6% acid Res.pen +10% lightning Acc +13 (+3 eff.) On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% acid +9% light +9% lightning Curse of Shrouds One-handed war axes. |
Razorblade, the Cursed Waraxe (Misfortune) (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (Misfortune) (58-81.2 power, 16 apr)3.0 T5 waraxe 1H weapon [Unique] Psionic Power 58.0 - 81.2 Phys.bleed Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Dmg.mod +10% physical ---------- misc See.Invis +5 Curse of Misfortune This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Girdle of the Calm Waters (Madness) Girdle of the Calm Waters (Madness)1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% Curse of Madness A belt rumoured to have been worn by the Conclave healers. |
drakeskin leather belt 'Ebonyire' (Nightmares) drakeskin leather belt 'Ebonyire' (Nightmares)1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +11 Dex +6 Cun +10 Con +10 Lck dps ---------- Phys.pwr +15 (+3 eff.) Mind.pwr +10 (+2 eff.) S.pwr/crit +2 Dmg.mod +9% arcane +22% physical Res.pen +20% physical Phasing +30% On Hit (Melee): * 33% chance to inflict 15% damage reduction ----- def ----- Resists +15% lightning +15% temporal Crit.dmg- 10.00% D.Red.from +83% Summoned Phys.save +15 (+3 eff.) Mind.save +15 (+4 eff.) Stealth +15 ---------- misc T.Disarm +23 Mana/s.crit +2.00 Max.mana +40.00 Infravis +6 Size +1 Curse of Nightmares A belt that goes around your waist. |
Spider-Silk Robe of Spydrรซ (Corpses) (10 def, 15 armour) Spider-Silk Robe of Spydrรซ (Corpses) (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Curse of Corpses This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Brightwar (Nightmares) (0 def, 9 armour) Brightwar (Nightmares) (0 def, 9 armour)3.0 T1 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +3 Mag +3 Wil +2 Cun +2 Con dps ---------- Res.pen +10% fire +5% physical ----- def ----- Armour +9 Fatigue +2% Phys.save +12 (+3 eff.) Mind.save +12 (+3 eff.) Heal.mod +5% ---------- misc Max.stam +10.00 Curse of Nightmares Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Wildschism' (Nightmares) (0 def, 5 armour) pair of drakeskin leather boots 'Wildschism' (Nightmares) (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +15% nature +15% mind Res.pen +5% nature ----- def ----- Armour +5 Fatigue -3% Resists +15% mind Phys.save +24 (+5 eff.) Spell.save +14 (+5 eff.) Mind.save +13 (+4 eff.) ---------- misc Max.enc +47 Stam/turn +0.50 Max.stam +34.00 Curse of Nightmares Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Clouddream (Corpses) (0 def, 18 armour) Clouddream (Corpses) (0 def, 18 armour)1.5 T5 hands armor [Random Unique] Nature/Master While equipped: Stats +5 Con dps ---------- Spell.crit +4% Spell.pwr +2 (+0 eff.) Melee+ 15 cold 15 nature 15 physical Dmg.mod +11% cold +10% nature +11% physical Res.pen +15% mind +15% darkness Phasing +40% On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +18 Resists +8% nature +9% cold Phys.save +30 (+6 eff.) Spell.save +10 (+3 eff.) Mind.save +22 (+6 eff.) Max.HP +66.00 Disarm- +50% ---------- misc Mana/turn +0.08 Max.mana +20.00 Cooldown Reproach -2 Curse of Corpses Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 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 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (Misfortune) (0 def, 0 armour) Sludgegrip (Misfortune) (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 Curse of Misfortune These gloves are coated with a thick, green liquid. |
Ariroddaleg the dwarven-steel helm (Nightmares) (0 def, 4 armour) Ariroddaleg the dwarven-steel helm (Nightmares) (0 def, 4 armour)3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +11 Dex +2 Mag +6 Wil +6 Con dps ---------- Dmg.mod +12% mind ----- def ----- Armour +4 Fatigue +4% Resists +16% darkness Mind.save +10 (+3 eff.) ---------- misc Stam/ret +1.60 Equi/ret +1.80 Light +2 Infravis +5 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Skin of Many (Madness) (12 def, 6 armour) Skin of Many (Madness) (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth Curse of Madness The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Titanic (Misfortune) (20 def, 18 armour, 320 block) Titanic (Misfortune) (20 def, 18 armour, 320 block)7.0 T3 shield armor [Unique] Master While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+5 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +4 Block Curse of Misfortune This shield made of the darkest stralite is huge, heavy and very solid. This item has been sent to the Item's Vault. |
voratun shield 'Tuleldil' (Misfortune) (12 def, 21 armour, 326.5 block) voratun shield 'Tuleldil' (Misfortune) (12 def, 21 armour, 326.5 block)7.0 T5 shield armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +6 Str +7 Con dps ---------- Crit.mult +3.00% Phys.pwr +2 (+0 eff.) Dmg.mod +6% temporal Res.pen +20% temporal Acc +4 (+1 eff.) Melee Ret 20 nature 40 fire ----- def ----- Armour +21 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +12% acid +40% lightning +20% nature +20% blight +13% cold +20% mind +30% fire Phys.save +45 (+9 eff.) Max.HP +107.00 ---------- misc Talents +5 Block Curse of Misfortune Handheld deflection devices. |
3 agate 3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
303 alchemist agate 303 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal 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. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Belata Belata2.0 T1 lite [Random Unique] Nature/Psionic While equipped: Stats +3 Dex +2 Con dps ---------- Acc +12 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+1 eff.) Phys.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Heal.mod +10% ---------- misc Light +2 See.Stealth +7 See.Invis +9 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. |
Crystal Focus 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 Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet 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 Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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. |
Balolathakan the pouch of iron shots (14/14, 15.5-18.6 power, 1 apr) Balolathakan the pouch of iron shots (14/14, 15.5-18.6 power, 1 apr)3.0 T1 shot ammo [Random Unique] Master/Psionic Power 15.5 - 18.6 Physical Uses 40% Wil, 50% Cun, 70% Dex Acc+ +0.1% dam / acc Acc +7 Apr +1 Crit +4.0% Capacity 14 Ranged+ +8 acid +7 darkness Against +7% Living On Hit.r1 +12 acid On Hit: * 40% chance to corrode armour by 30% * Slows global speed by 40% * 20 arcane resource burn Shots are used with slings to pummel your foes to death. |
Cold Iron Acorn Cold Iron Acorn0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mov.spd +20% Dmg.mod +12% physical ----- def ----- Resists +30% mind A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' Book5.0 T1 trinket misc [Plot Item] Psionic This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
2 amethyst 2 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. |
Daimemnir the Gleambrawn [power 11] (6 cooldown) Daimemnir the Gleambrawn [power 11] (6 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% nature +24% light On Hit (Melee): * 15% chance to blind ----- def ----- Resists +6% nature ---------- misc Light +3 Talents +5 Void Blast Reveal the area around you, dispelling darkness (radius 11, power 52 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 5 negative energy. 100% to regenerate 8 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine 4 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. |
4 citrine 4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Boden the Vor'tep Cursed level 31
6th Mirth 122nd year of Ascendancy at 07:47 see stats
By Boden the Vor'tep Cursed level 42
7th Mirth 122nd year of Ascendancy at 22:13 see stats
By Boden the Vor'tep Cursed level 12
75th Pyre 122nd year of Ascendancy at 06:50 see stats
By Boden the Vor'tep Cursed level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Boden the Vor'tep Cursed level 20
3rd Mirth 122nd year of Ascendancy at 14:38 see stats
By Boden the Vor'tep Cursed level 30
6th Mirth 122nd year of Ascendancy at 02:39 see stats
By Boden the Vor'tep Cursed level 40
7th Mirth 122nd year of Ascendancy at 13:29 see stats
By Boden the Vor'tep Cursed level 50
5th Dusk 122nd year of Ascendancy at 18:11 see stats
By Boden the Vor'tep Cursed level 50
5th Dusk 122nd year of Ascendancy at 18:32 see stats
By Boden the Vor'tep Cursed level 50
5th Dusk 122nd year of Ascendancy at 18:32 see stats
By Boden the Vor'tep Cursed level 31
6th Mirth 122nd year of Ascendancy at 19:34 see stats
By Boden the Vor'tep Cursed level 50
5th Dusk 122nd year of Ascendancy at 18:32 see stats
By Boden the Vor'tep Cursed level 44
3rd Summertide 122nd year of Ascendancy at 09:10 see stats
By Boden the Vor'tep Cursed level 58
11st Dusk 122nd year of Ascendancy at 16:20 see stats
By Boden the Vor'tep Cursed level 42
8th Mirth 122nd year of Ascendancy at 01:28 see stats
Log
Boden deactivates Gloom.
You feel your rampage slowing down. (-1 duration)
Bethithra the devourer hits Boden for 0 blight, 61 acid (61 total damage).
Boden has shrugged off 88 damage and is ready for more.
Ran for 5 turns (stop reason: hostile spotted to the west (Bethithra the devourer)).
Ran for 2 turns (stop reason: hostile spotted to the west (Bethithra the devourer)).
Boden is no longer rampaging.
Ran for 4 turns (stop reason: hostile spotted to the southwest (Bethithra the devourer)).
Ran for 5 turns (stop reason: hostile spotted to the south (Bethithra the devourer)).
Bethithra the devourer casts Pacification Hex.
You don't see how to get there...
You don't see how to get there...
Bethithra the devourer uses Dart Launcher.
Boden shrugs off the effect 'Sedated'!
Bethithra the devourer hits Boden for 47 physical damage.
Boden activates Repel.
Boden activates Stalk.
Boden activates Gloom.
Boden deactivates Gloom.
Boden deactivates Repel.
Boden deactivates Stalk.