










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: EHP - Total Life Pool Bar 1.7.6DarkGod fixed addons upload, but the author needs to manually reset the description for this one. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Higher |
Class | Doombringer |
Level / Exp | 41 / 98% |
Size | medium |
Lifes / Deaths | Killed by Polywe the assassin at level 24 on the 63rd Haze 122nd year of Ascendancy at 20:32 0 / 8Killed by Islorewen the slaver at level 24 on the 36th Regrowth 123rd year of Ascendancy at 02:57 Killed by Vorarin the elven cultist at level 26 on the 79th Regrowth 123rd year of Ascendancy at 19:48 Killed by Corrupted Oozemancer at level 31 on the 9th Dusk 123rd year of Ascendancy at 22:53 Killed by naga tide huntress at level 34 on the 77th Dusk 123rd year of Ascendancy at 14:18 Killed by Slasul at level 41 on the 49th Haze 123rd year of Ascendancy at 07:05 Killed by Slasul at level 41 on the 49th Haze 123rd year of Ascendancy at 08:43 Killed by Chauncy at level 41 on the 49th Haze 123rd year of Ascendancy at 08:48 |
Primary Stats
Strength | 84 (base 60) |
Dexterity | 14 (base 10) |
Constitution | 97 (base 60) |
Magic | 69 (base 44) |
Willpower | 27 (base 10) |
Cunning | 23 (base 11) |
Resources
Life | 2026/2026 |
Mana | 425/425 |
Stamina | 342/342 |
Vim | 300/300 |
Healing Factor | 1.4887960030035 |
Regeneration | 22.704139045804 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 7 |
Infravision | 6 |
See Stealth | 23.074207531484 |
See Invisible | 26.074207531484 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 153 |
Accuracy | 47 |
Crit Chance | 20% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +25% |
Light | +7% |
Cold | +12% |
Nature | +7% |
Physical | +12% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Lightning | +59% |
Blight | +20% |
Physical | +20% |
Mind | +20% |
All | +10% |
Defense: Base
Armour (hardiness) | 67.827124477894 (98.809061890258%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 21 |
Physical Save | 86 |
Spell Save | 72 |
Mental Save | 54 |
Defense: Resistances
Blight | + 61%( 70%) |
Arcane | + 32%( 70%) |
Cold | + 18%( 70%) |
All | + 18%( 70%) |
Lightning | + 28%( 70%) |
Light | + 29%( 70%) |
Physical | + 29%( 70%) |
Darkness | + 34%( 70%) |
Fire | + 25%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Disarm Resistance | 42% |
Silence Resistance | 32% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 543 damage for 6 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 109 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: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 775% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: 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. |
Class Talents
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Corruption / Fearfire | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 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. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Strength 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 549. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed pouch of faeros ash. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | active |
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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +4 Cun +3 Con ----- def ----- Armour +5 Defense +11 (+4 eff.) Fatigue +4% Phys.save +16 (+3 eff.) Mind.save +19 (+6 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +6 Str dps ---------- Res.pen +10% blight +10% all Apr +11 ----- def ----- Defense +10 (+4 eff.) Resists +2% physical Phys.save +6 (+1 eff.) Spell.save +12 (+3 eff.) ---------- misc Stam/turn +2.00 Max.stam +30.00 Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +6 Wil ----- def ----- Armour +5 Fatigue +5% Resists +18% blight +10% darkness Spell.save +10 (+3 eff.) Mind.save +17 (+6 eff.) Circle of Sanctity: (Instant) 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: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 15 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +4 Con dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +7% nature +12% physical Acc +10 (+4 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +13% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +1 Con dps ---------- Phys.crit +2.0% Res.pen +10% physical ----- def ----- Phys.save +36 (+7 eff.) Spell.save +31 (+8 eff.) Mind.save +12 (+4 eff.) Silence- +32% ---------- misc Mana/turn +0.25 Max.stam +27.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. 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? |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Str +4 Mag +2 Wil +5 Cun +11 Con dps ---------- Phys.pwr +13 (+3 eff.) Melee+ 17 physical Ranged+ 14 physical Dmg.mod +12% cold On Hit (Melee): * 14% chance to reduce all saves and defense by 20 On Hit (Ranged): * 14% chance to reduce all saves and defense by 20 ----- def ----- Spell.save +14 (+4 eff.) ---------- misc Hate/m.crit +3.00 Max.stam +22.00 Max.hate +9.00 See.Invis +3 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +17% Summoned ----- def ----- Resists +6% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In main hand | ![]() 3.0 T4 greatsword 2H weapon [Ego+] Arcane Power 47.5 - 76.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +13 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 25 * Create an explosion dealing 87 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +7% lightning Res.pen +24% lightning Massive two-handed swords. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Con dps ---------- Mind.pwr +10 (+5 eff.) Melee+ 31 mind 34 darkness 20 light Dmg.mod +7% light +9% fire Res.pen +10% mind Melee Ret 10 fire On Hit (Melee): * 21% chance to reduce all saves and defense by 20 ----- def ----- Armour +3 Fatigue +5% Resists +14% light +9% fire Phys.save +26 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save -2 (-1 eff.) Disarm- +42% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Wil ----- def ----- Armour +17 Defense +5 (+2 eff.) Fatigue +7% Resists +29% blight +10% darkness Phys.save +7 (+1 eff.) ---------- misc Light +2 A suit of armour made of mail. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Dex +2 Con ----- def ----- Defense +2 (+1 eff.) Phys.save +8 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +8 (+3 eff.) Die.at -50.00 life ---------- misc Stam/turn +0.70 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +11 Con dps ---------- Dmg.mod +18% lightning Res.pen +25% lightning ----- def ----- Resists +12% lightning +12% physical Phys.save +37 (+7 eff.) Max.HP +141.00 HP.reg +15.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+10 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+1 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.56 cold and 12.56 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Mag +7 Cun +5 Con dps ---------- Spell.pwr +13 (+4 eff.) Dmg.mod +18% light Res.pen +10% darkness ----- def ----- Resists +9% lightning +3% cold +36% light +12% mind Crit.chn- 10.00% Spell.save +18 (+5 eff.) Mind.save +9 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.stam +34.00 Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+8 eff.) Dmg.mod +10% temporal +20% physical ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 3.0 Pwr.cost 14 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 98.56 physical (gravity) damage. Each target moved beyond the first increases the damage by 12.32 (up to a maximum of 49.28 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. This item has been sent to the Item's Vault. |
![]() 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: Stats +3 Mag +1 Wil dps ---------- Spell.crit +4% Spell.pwr +17 (+6 eff.) Dmg.mod +25% lightning ---------- misc Mana/turn +0.18 Max.mana +88.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Nature Power 47.5 - 76.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +33 fire While equipped: dps ---------- All.spd +8% Res.pen +19% fire Massive two-handed swords. |
![]() 3.0 T3 trident 2H weapon [Ego+] Nature Power 29.0 - 46.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +14 nature On Crit.r2 +7 acid +21 nature While equipped: dps ---------- Res.pen +16% acid +16% nature Apr +14 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 trident 2H weapon [Ego] Arcane Power 27.5 - 44.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Hit.r1 +16 fire While equipped: Stats +5 Mag +7 Wil dps ---------- Spell.pwr +12 (+4 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego] Arcane/Master Power 48.0 - 76.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 145 damage over 5 turns and reducing armor and accuracy by 19 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego] Arcane/Master Power 56.0 - 89.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 87 damage A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego++] Nature/Master Power 40.0 - 64.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit.r2 +21 acid +31 nature On Crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +13 (+3 eff.) Res.pen +20% acid +20% nature Apr +14 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego++] Nature/Master Power 39.5 - 63.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit.r2 +26 acid +20 nature While equipped: dps ---------- Phys.crit +13.0% Crit.mult +31.00% Res.pen +14% acid +19% nature Apr +26 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego+] Nature/Master Power 60.5 - 96.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% While equipped: Stats +16 Str +10 Dex +10 Mag +10 Wil +12 Cun +10 Con A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego] Arcane Power 42.5 - 68.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +19 light Against +20% Undead On Hit.r1 +17 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego+] Master Power 38.0 - 60.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +13.0% Crit.mult +26.00% Apr +13 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego+] Arcane/Master Power 38.5 - 61.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +20 blight On Hit: * 19% chance to reduce strength, dexterity, and constitution by 25 While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Acc +19 (+7 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego+] Master/Psionic Power 42.5 - 68.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +20 mind On Hit: * 28% chance to reduce all saves and defense by 20 While equipped: Stats +9 Str +5 Cun +7 Wil dps ---------- Dmg.mod +16% physical Acc +17 (+6 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego++] Master Power 40.0 - 64.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +13% physical +14% all Acc +26 (+9 eff.) Apr +23 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego+] Master Power 37.5 - 60.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Phys.pwr +16 (+4 eff.) Res.pen +13% physical ----- def ----- Disarm- +31% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego+] Nature/Master Power 39.0 - 62.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +23 nature While equipped: Stats +6 Con dps ---------- Phys.pwr +13 (+3 eff.) Res.pen +13% physical ----- def ----- Disarm- +29% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego++] Master Power 38.5 - 61.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +13 (+3 eff.) Dmg.mod +13% physical Res.pen +14% physical Acc +17 (+6 eff.) ----- def ----- Disarm- +28% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+3 eff.) Fatigue +12% Phys.save +12 (+2 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+4 eff.) Silence- +20% Confus- +20% Pinning- +20% Stun/Frz- +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Spell.pwr +15 (+5 eff.) ----- def ----- Defense +30 (+10 eff.) Resists +2% physical +8% light +6% darkness ---------- misc Stam/turn +2.00 Mana/s.crit +1.00 A belt that goes around your waist. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 41.08 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 175.74 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Melee+ 12 physical Dmg.mod +9% physical Melee Ret 4 blight On Melee Ret: * 28% chance to reduce strength, dexterity, and constitution by 25 * 37% chance to reduce damage dealt by 17% ----- def ----- Armour +13 Fatigue +5% Resists +12% darkness HP.reg +7.40 ---------- misc Stam/turn +1.70 Mana/turn +0.12 Psi/turn +0.71 Max.vim +30.00 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. |
![]() 2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) Shield.pwr +11% HP.reg +2.10 A pointy cloth hat, very wizardly... |
![]() 2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+3 eff.) Mind.pwr +15 (+7 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +20% fire Mind.save -10 (-3 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+2 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +8 Mag +4 Wil +8 Cun dps ---------- Dmg.mod +20% blight Res.pen +10% blight Acc +10 (+4 eff.) ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +20% blight Disease- +50% ---------- misc See.Stealth +12 See.Invis +12 Masteries +0.30 Corruption/Vim On Spell Hit: 10% Vimsense 3 This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(80 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 316 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 509.32 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Chauncy the Higher Doombringer level 37
9th Haze 123rd year of Ascendancy at 20:11 see stats
By Chauncy the Higher Doombringer level 37
6th Haze 123rd year of Ascendancy at 07:40 see stats
By Chauncy the Higher Doombringer level 29
27th Pyre 123rd year of Ascendancy at 10:32 see stats
By Chauncy the Higher Doombringer level 41
38th Haze 123rd year of Ascendancy at 00:25 see stats
By Chauncy the Higher Doombringer level 40
32nd Haze 123rd year of Ascendancy at 19:04 see stats
By Chauncy the Higher Doombringer level 18
19th Haze 122nd year of Ascendancy at 17:25 see stats
By Chauncy the Higher Doombringer level 10
39th Dusk 122nd year of Ascendancy at 22:04 see stats
By Chauncy the Higher Doombringer level 38
17th Haze 123rd year of Ascendancy at 15:11 see stats
By Chauncy the Higher Doombringer level 38
17th Haze 123rd year of Ascendancy at 09:28 see stats
By Chauncy the Higher Doombringer level 27
1st Time of Balance 123rd year of Ascendancy at 07:12 see stats
By Chauncy the Higher Doombringer level 20
44th Haze 122nd year of Ascendancy at 18:36 see stats
By Chauncy the Higher Doombringer level 29
35th Pyre 123rd year of Ascendancy at 23:29 see stats
By Chauncy the Higher Doombringer level 31
75th Pyre 123rd year of Ascendancy at 17:47 see stats
By Chauncy the Higher Doombringer level 35
2nd Haze 123rd year of Ascendancy at 08:39 see stats
By Chauncy the Higher Doombringer level 6
78th Pyre 122nd year of Ascendancy at 16:35 see stats
By Chauncy the Higher Doombringer level 31
76th Pyre 123rd year of Ascendancy at 14:12 see stats
By Chauncy the Higher Doombringer level 10
39th Dusk 122nd year of Ascendancy at 22:02 see stats
By Chauncy the Higher Doombringer level 20
32nd Haze 122nd year of Ascendancy at 00:37 see stats
By Chauncy the Higher Doombringer level 30
56th Pyre 123rd year of Ascendancy at 15:33 see stats
By Chauncy the Higher Doombringer level 40
18th Haze 123rd year of Ascendancy at 22:41 see stats
By Chauncy the Higher Doombringer level 29
7th Pyre 123rd year of Ascendancy at 16:26 see stats
By Chauncy the Higher Doombringer level 31
10th Dusk 123rd year of Ascendancy at 00:01 see stats
By Chauncy the Higher Doombringer level 22
56th Haze 122nd year of Ascendancy at 21:28 see stats
By Chauncy the Higher Doombringer level 41
37th Haze 123rd year of Ascendancy at 12:28 see stats
By Chauncy the Higher Doombringer level 24
36th Regrowth 123rd year of Ascendancy at 04:39 see stats
By Chauncy the Higher Doombringer level 39
18th Haze 123rd year of Ascendancy at 08:00 see stats
By Chauncy the Higher Doombringer level 26
79th Regrowth 123rd year of Ascendancy at 19:45 see stats
By Chauncy the Higher Doombringer level 10
52nd Dusk 122nd year of Ascendancy at 04:49 see stats
By Chauncy the Higher Doombringer level 24
37th Regrowth 123rd year of Ascendancy at 05:48 see stats
By Chauncy the Higher Doombringer level 6
7th Mirth 122nd year of Ascendancy at 08:57 see stats
By Chauncy the Higher Doombringer level 24
36th Regrowth 123rd year of Ascendancy at 21:13 see stats
By Chauncy the Higher Doombringer level 25
70th Regrowth 123rd year of Ascendancy at 14:46 see stats
By Chauncy the Higher Doombringer level 18
20th Haze 122nd year of Ascendancy at 11:06 see stats
By Chauncy the Higher Doombringer level 41
49th Haze 123rd year of Ascendancy at 08:48 see stats
By Chauncy the Higher Doombringer level 36
4th Haze 123rd year of Ascendancy at 13:50 see stats
Log
Chauncy is encased in ice!
Slasul's Ice Shards hits Chauncy for (1 abyssal shield), (131 absorbed), 65 cold (65 total damage).
Chauncy receives 2 healing from Devouring flames from Chauncy.
Fiery Aegis from Chauncy hits Slasul for (11 flat reduction), 96 fire (96 total damage).
Chauncy loses 158 health to the soulburn.
Talent Reckless Strike is ready to use.
Poison from Slasul hits Chauncy for (1 abyssal shield), (0 to ice), 70 nature (70 total damage).
Melee retaliation hits Iceblock for 21 blight, 30 fire (50 total damage).
Chauncy hits Iceblock for 340 physical, 14 blight, 22 light, 20 physical, 35 darkness, 16 mind, 12 fire (455 total damage).
Chauncy forces the iceblock to shatter.
Chauncy is free from the ice.
Slasul activates his torque!
Slasul hits Chauncy for (1 abyssal shield), 90 mind (90 total damage).
Chauncy loses 158 health to the soulburn.
Chauncy's surge ends.
Talent Cauterize Spirit is ready to use.
Talent Incinerating Blows is ready to use.
Poison from Slasul hits Chauncy for (1 abyssal shield), 70 nature (70 total damage).
Chauncy the level 41 higher doombringer was slimed to death by Slasul and perverted into a monstrous aberration as a warning to the surface on level 3 of Temple of Creation.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Poison from Slasul killed Chauncy!
Saving game...
Talent Infusion: Movement is ready to use.
Talent Rune: Shielding is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!