









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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.
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:
Items Vault 1.7.6Donators/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 Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
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: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Ogre |
Class | Doombringer |
Level / Exp | 47 / 26% |
Size | big |
Lifes / Deaths | Killed by Ce'Nygalaith the bone giant at level 22 on the 69th Regrowth 123rd year of Ascendancy at 18:39 0 / 9Killed by Ce'Nygalaith the bone giant at level 22 on the 69th Regrowth 123rd year of Ascendancy at 20:18 Killed by Rod at level 29 on the 27th Pyre 123rd year of Ascendancy at 18:21 Killed by Rod at level 29 on the 28th Pyre 123rd year of Ascendancy at 21:28 Killed by luminous horror at level 29 on the 28th Pyre 123rd year of Ascendancy at 23:39 Killed by searing horror at level 30 on the 29th Pyre 123rd year of Ascendancy at 03:13 Killed by radiant horror at level 30 on the 29th Pyre 123rd year of Ascendancy at 19:33 Killed by orc necromancer at level 42 on the 7th Regrowth 124th year of Ascendancy at 22:46 Killed by Doomed Shade of Rod at level 47 on the 62nd Regrowth 124th year of Ascendancy at 03:57 |
Primary Stats
Strength | 70 (base 64) |
Dexterity | 25 (base 8) |
Constitution | 60 (base 60) |
Magic | 125 (base 53) |
Willpower | 23 (base 8) |
Cunning | 65 (base 27) |
Resources
Life | -487/1530 |
Stamina | 335/380 |
Vim | 74/374 |
Healing Factor | 1.3300507772247 |
Regeneration | 22.015381753881 |
Speed
Mental | +2.2204460492503E-14% |
Attack | 0% |
Movement | +68.6% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 6 |
See Stealth | 73.027078598517 |
See Invisible | 73.027078598517 |
Offense: Mainhand
Damage | 254 |
Accuracy | 63 |
Crit Chance | 48% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 79 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +25% |
Physical | +14% |
Fire | +83% |
Cold | +45% |
Arcane | +25% |
Mind | +8% |
All | 0% |
Offense: Damage Penetration
Nature | +27% |
Lightning | +49% |
Acid | +20% |
Cold | +55% |
Blight | +5% |
Arcane | +25% |
Fire | +45% |
All | 0% |
Defense: Base
Armour (hardiness) | 28 (50%) |
Defense | 34 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 56 |
Spell Save | 44 |
Mental Save | 41 |
Defense: Resistances
Fire | + 65%( 70%) |
Nature | + 28%( 70%) |
Mind | + 28%( 70%) |
Physical | + 24%( 70%) |
Cold | + 35%( 70%) |
All | + 23%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Confusion Resistance | 60% |
Instadeath Resistance | 100% |
Poison Resistance | 0% |
Blind Resistance | 40% |
Inscriptions (4/5)
Runes | Effective talent level: 2.5 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 100 damage for 5 turns. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 136 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 332 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 488 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Torture | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Corruption / Heart of Fire | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Fearfire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by skeleton warrior. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | 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 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 82. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * 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* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 145 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Light source | ![]() 0.0 T5 lite [Ego+] Arcane/Psionic While equipped: Stats +6 Mag dps ---------- Spell.pwr +14 (+3 eff.) ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Light +7 See.Stealth +19 See.Invis +19 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Mag +6 Wil dps ---------- Spell.pwr +15 (+3 eff.) S.pwr/crit +4 Res.pen +5% blight Phasing +20% ----- def ----- Armour +4 Fatigue +4% Phys.save +17 (+5 eff.) ---------- misc Max.vim +50.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T5 digger tool [Ego+] Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +8% mind +10% fire ----- def ----- Mind.save +8 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] 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. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+12 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Around waist | ![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+7 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 5.5 Pwr.cost 26 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 28% chance to evade melee and ranged attacks and 21 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | ![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Psionic Power 169% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +34 mind On Crit.r2 +45 lightning +52 cold +38 nature +38 acid On Hit: * 35% chance to reduce all saves and defense by 21 While equipped: Stats +7 Cun +7 Wil dps ---------- Mov.spd +69% Res.pen +24% lightning +30% cold +27% nature +20% acid Apr +10 ----- def ----- Armour +4 Resists +1% physical +6% nature +6% mind Disease- +15% Stun/Frz- +10% Massive two-handed battleaxes. It was changed by the digestive sack. |
On hands | ![]() 1.0 T4 hands armor [Rare] Psionic While equipped: dps ---------- Crit.mult +20.00% Phys.pwr +10 (+1 eff.) Dmg.mod +6% physical Acc +25 (+7 eff.) Melee Ret 10 physical ----- def ----- Armour +3 HP.reg +8.00 ---------- misc Stam/turn +4.60 Max.stam +70.00 Unarmed combat: Power 129% Range: 1.1x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Nightmare 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+7 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Dmg.mod +25% cold Melee Ret 60 ice ----- def ----- Defense +12 (+6 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 652.50 cold damage and condensing the air into freezing vapors that deal 217.50 cold damage (based on Magic) each turn for 10 turns. Uses 26 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% fire -5% cold ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 209 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T3 rune scroll [Unique] 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 and reflecting at most 819 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T3 amulet jewelry [Unique] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Dmg.mod +16% all Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Str +4 Mag +4 Cun +6 Con dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +8 (+2 eff.) Dmg.mod +15% light Res.pen +15% light ----- def ----- Resists +30% light ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Master of Disasters You have set the ring to grant you Master of Disasters! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +13 (+2 eff.) Spell.pwr +13 (+3 eff.) Mind.pwr +9 (+4 eff.) Dmg.mod +6% all ----- def ----- Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% ---------- misc Light +4 See.Invis +20 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex +6 Mag +4 Wil +4 Cun +4 Con dps ---------- Crit.mult +5.00% Dmg.mod +13% acid +12% darkness Acc +15 (+4 eff.) Apr +13 On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Defense +15 (+7 eff.) Resists +12% blight +12% nature +6% darkness +29% acid Poison- +23% Disease- +26% ---------- misc Vim/s.crit +2.00 Disengage: Puts all charms on 9 cooldown Level 3.5 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 3.0 T4 battleaxe 2H weapon [Unique] Master Power 175% Range: 1.5x Uses 50% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
![]() 3.0 T4 battleaxe 2H weapon [Ego++] Nature/Psionic Power 151% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +10 Str +6 Dex +13 Mag +7 Wil +9 Cun +6 Con Massive two-handed battleaxes. |
![]() 5.0 T4 greatmaul 2H weapon [Ego++] Arcane/Master Power 167% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +13 blight On Hit: 20% Epidemic 4 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 34 While equipped: Stats +5 Str dps ---------- Dmg.mod +12% physical Acc +16 (+4 eff.) ----- def ----- Disease- +29% Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Random Unique] Master/Psionic Power 143% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Str +3 Wil dps ---------- Res.pen +13% physical +10% all Acc +32 (+8 eff.) Apr +20 Massive two-handed swords. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Resists +7% all +18% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Psionic While equipped: Stats +5 Mag +4 Wil ----- def ----- Resists +7% all ---------- misc Mana/turn +0.12 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +12% nature ----- def ----- Resists +18% nature +7% all ---------- misc Mana/turn +0.10 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +2 Cun dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Dmg.mod +7% acid +6% physical +6% light +6% fire +8% darkness +5% cold ----- def ----- Resists +11% acid +11% physical +11% fire +11% cold +7% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +5 Str +5 Dex +5 Mag +4 Wil +3 Cun ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Max.HP +83.00 HP.reg +5.90 Heal.mod +10% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 5 Blood Grasp: Level 6.5 Pwr.cost 11 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 212.74 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+5 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 4.5 Pwr.cost 43 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 47.48 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Crit.mult +15.00% Phys.pwr +15 (+2 eff.) ----- def ----- Resists +3% light +9% fire Max.HP +32.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Con dps ---------- Phys.pwr +4 (+0 eff.) Mind.pwr +10 (+5 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +3% darkness Phys.save +7 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +7 (+2 eff.) Max.HP +40.00 Heal.mod +10% Poison- +20% ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +5 Dex +4 Wil +5 Cun dps ---------- Dmg.mod +24% light Res.pen +25% light +25% cold ----- def ----- Resists +9% cold Phys.save +15 (+4 eff.) Spell.save +16 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Light +3 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +11.0% Mind.crit +9% ----- def ----- Resists +12% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +6 (+3 eff.) Phys.save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Str +2 Mag +2 Wil +2 Con ----- def ----- Defense +3 (+1 eff.) Spell.save +11 (+4 eff.) ---------- misc Max.mana +57.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Defense +30 (+12 eff.) Fatigue -6% Resists +6% lightning Phys.save +19 (+5 eff.) Disease- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +32 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +6% fire ----- def ----- Armour +5 Fatigue -3% Resists +15% fire Phys.save +6 (+2 eff.) Die.at -20.00 life ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid +12% cold Res.pen +25% lightning +20% cold ----- def ----- Armour +5 Fatigue +4% Resists +12% lightning +12% cold ---------- misc Stam/turn +0.90 Max.stam +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 117% Range: 1.1x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 3.5 Pwr.cost 21 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 453.74 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.0 T4 hands armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Mag dps ---------- Mind.pwr +6 (+3 eff.) Melee+ 9 physical 32 darkness 24 mind Dmg.mod +7% physical +10% arcane +3% cold Res.pen +20% acid On Hit (Melee): * 21% chance to reduce all saves and defense by 21 * 20% chance to reduce armor by 44% ----- def ----- Armour +10 Resists +6% cold Mind.save -13 (-6 eff.) Unarmed combat: Power 134% Range: 1.1x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +15 arcane On Hit.r1 +10 physical On Crit.r2 +12 arcane +6 physical On Hit: 10% Reproach 5 On Hit: 10% Sand Breath 5 Ruined Earth: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Phys.pwr +25 (+4 eff.) Res.pen +15% temporal Acc +15 (+4 eff.) Melee Ret 6 physical ----- def ----- Armour +6 Fatigue +3% Phys.save +6 (+2 eff.) HP.reg +5.00 ---------- misc Stam/turn +1.00 Max.stam +24.00 Unarmed combat: Power 121% Range: 1.4x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 126% Range: 1.4x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 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. |
![]() 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 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 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 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 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 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 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 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire 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 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% nature +9% light Melee Ret 8 nature ---------- misc Max.hate +4.00 Max.psi +10.00 Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +11% darkness Melee Ret 13 fire ----- def ----- Resists +8% light +7% fire Affinity +5% darkness ---------- misc Light +4 Infravis +2 Moonlight Ray: Puts all charms on 7 cooldown Level 5.5 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 241.90 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
![]() 3.0 T3 digger tool [Ego+] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +9% mind +7% fire ----- def ----- Mind.save +8 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +6 Str dps ---------- Apr +7 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 cooldown Level 7.2 Pwr.cost 23 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +126 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str dps ---------- Crit.mult +13.00% Phys.pwr +7 (+1 eff.) Apr +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 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] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 175% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 700.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Rod the Ogre Doombringer level 30
32nd Pyre 123rd year of Ascendancy at 04:03 see stats
By Rod the Ogre Doombringer level 36
3rd Summertide 123rd year of Ascendancy at 02:31 see stats
By Rod the Ogre Doombringer level 36
38th Dusk 123rd year of Ascendancy at 04:31 see stats
By Rod the Ogre Doombringer level 42
3rd Regrowth 124th year of Ascendancy at 16:49 see stats
By Rod the Ogre Doombringer level 35
10th Mirth 123rd year of Ascendancy at 21:04 see stats
By Rod the Ogre Doombringer level 39
34th Haze 123rd year of Ascendancy at 17:16 see stats
By Rod the Ogre Doombringer level 13
9th Dusk 122nd year of Ascendancy at 05:16 see stats
By Rod the Ogre Doombringer level 34
68th Pyre 123rd year of Ascendancy at 18:13 see stats
By Rod the Ogre Doombringer level 43
9th Regrowth 124th year of Ascendancy at 14:30 see stats
By Rod the Ogre Doombringer level 18
5th Decay 122nd year of Ascendancy at 13:20 see stats
By Rod the Ogre Doombringer level 33
58th Pyre 123rd year of Ascendancy at 05:59 see stats
By Rod the Ogre Doombringer level 41
2nd Regrowth 124th year of Ascendancy at 20:03 see stats
By Rod the Ogre Doombringer level 45
24th Regrowth 124th year of Ascendancy at 15:31 see stats
By Rod the Ogre Doombringer level 5
77th Pyre 122nd year of Ascendancy at 21:17 see stats
By Rod the Ogre Doombringer level 40
58th Haze 123rd year of Ascendancy at 01:31 see stats
By Rod the Ogre Doombringer level 38
38th Dusk 123rd year of Ascendancy at 17:27 see stats
By Rod the Ogre Doombringer level 31
34th Pyre 123rd year of Ascendancy at 21:16 see stats
By Rod the Ogre Doombringer level 10
7th Mirth 122nd year of Ascendancy at 07:58 see stats
By Rod the Ogre Doombringer level 20
10th Allure 123rd year of Ascendancy at 22:08 see stats
By Rod the Ogre Doombringer level 30
29th Pyre 123rd year of Ascendancy at 01:27 see stats
By Rod the Ogre Doombringer level 40
53rd Haze 123rd year of Ascendancy at 15:24 see stats
By Rod the Ogre Doombringer level 40
64th Haze 123rd year of Ascendancy at 11:49 see stats
By Rod the Ogre Doombringer level 24
77th Regrowth 123rd year of Ascendancy at 00:48 see stats
By Rod the Ogre Doombringer level 18
2nd Decay 122nd year of Ascendancy at 18:28 see stats
By Rod the Ogre Doombringer level 46
42nd Regrowth 124th year of Ascendancy at 19:12 see stats
By Rod the Ogre Doombringer level 31
39th Pyre 123rd year of Ascendancy at 20:58 see stats
By Rod the Ogre Doombringer level 28
27th Pyre 123rd year of Ascendancy at 04:37 see stats
By Rod the Ogre Doombringer level 34
68th Pyre 123rd year of Ascendancy at 20:15 see stats
By Rod the Ogre Doombringer level 42
7th Regrowth 124th year of Ascendancy at 22:43 see stats
By Rod the Ogre Doombringer level 10
8th Mirth 122nd year of Ascendancy at 01:58 see stats
By Rod the Ogre Doombringer level 18
6th Decay 122nd year of Ascendancy at 08:21 see stats
By Rod the Ogre Doombringer level 33
56th Pyre 123rd year of Ascendancy at 10:39 see stats
By Rod the Ogre Doombringer level 38
22nd Haze 123rd year of Ascendancy at 21:26 see stats
By Rod the Ogre Doombringer level 18
5th Decay 122nd year of Ascendancy at 22:44 see stats
By Rod the Ogre Doombringer level 26
21st Pyre 123rd year of Ascendancy at 03:28 see stats
By Rod the Ogre Doombringer level 18
56th Haze 122nd year of Ascendancy at 15:08 see stats
By Rod the Ogre Doombringer level 30
29th Pyre 123rd year of Ascendancy at 19:33 see stats
By Rod the Ogre Doombringer level 29
27th Pyre 123rd year of Ascendancy at 20:17 see stats
Log
Rod hits Doomed Shade of Rod for (23 abyssal shield), 23 fire, 20 healing, (24 abyssal shield), 24 cold, (22 abyssal shield), 22 lightning, (21 abyssal shield), 21 arcane, (1 abyssal shield), 1 fire, (1 abyssal shield), 1 cold, (1 abyssal shield), 1 lightning, (1 abyssal shield), 1 arcane, (3 abyssal shield), 3 fire, 2 healing, (3 abyssal shield), 3 cold, (3 abyssal shield), 3 lightning, (2 abyssal shield), 2 arcane, (3 abyssal shield), 3 fire, 3 healing, (3 abyssal shield), 3 cold, (3 abyssal shield), 3 lightning, (3 abyssal shield), 3 arcane, (2 abyssal shield), 2 fire, 2 healing, (2 abyssal shield), 2 cold, (2 abyssal shield), 2 lightning, (2 abyssal shield), 2 arcane, (2 abyssal shield), 2 fire, 2 healing, (2 abyssal shield), 2 cold, (2 abyssal shield), 2 lightning, (2 abyssal shield), 2 arcane, (3 abyssal shield), 3 fire, 2 healing, (3 abyssal shield), 3 cold, (3 abyssal shield), 3 lightning, (3 abyssal shield), 3 arcane (145 total damage) [31 healing].
Doomed Shade of Rod uses Infusion: Healing.
Doomed Shade of Rod is not disabled anymore.
Doomed Shade of Rod HEALS from fire damage!
Rod HEALS from fire damage!
Rod hits Rod for (0 abyssal shield), 0 fire, (0 abyssal shield), 0 cold, (0 abyssal shield), 0 lightning, (0 abyssal shield), 0 arcane (1 total damage).
Rod hits Doomed Shade of Rod for (2 abyssal shield), 2 fire, 2 healing, (2 abyssal shield), 2 cold, (2 abyssal shield), 2 lightning, (2 abyssal shield), 2 arcane (9 total damage) [2 healing].
Burning from Rod hits Doomed Shade of Rod for (2 abyssal shield), 2 fire, 2 healing, (2 abyssal shield), 2 cold, (2 abyssal shield), 2 lightning, (2 abyssal shield), 2 arcane (8 total damage) [2 healing].
Burning from Doomed Shade of Rod hits Rod for (10 abyssal shield), 10 fire, 18 healing (10 total damage) [18 healing].
Burning Shock from Doomed Shade of Rod hits Rod for (11 abyssal shield), 11 fire, 21 healing (11 total damage) [21 healing].
Doomed Shade of Rod receives 308 healing from Infusion: Healing.
Doomed Shade of Rod casts Rune: Shatter Afflictions.
Doomed Shade of Rod stops burning.
Doomed Shade of Rod's shakes the fear off.
A shield forms around Doomed Shade of Rod.
Doomed Shade of Rod activates Call Shadows.
Doomed Shade of Rod casts Abduction.
Doomed Shade of Rod performs a melee critical strike against Rod!
Rod is recovering from the damage!
Doomed Shade of Rod's spell attains critical power!
Doomed Shade of Rod is surging arcane power.
Doomed Shade of Rod performs a melee critical strike against Rod!
Doomed Shade of Rod's weapon surges with fire!
Doomed Shade of Rod's spell attains critical power!
Rod HEALS from fire damage!
Doomed Shade of Rod HEALS from fire damage!
Doomed Shade of Rod hits Rod for (33 abyssal shield), 645 physical, (11 abyssal shield), 11 mind, (3 abyssal shield), 3 physical, (8 abyssal shield), 8 mind, (7 abyssal shield), 7 darkness, (15 abyssal shield), 15 lightning, (21 abyssal shield), 21 cold, (14 abyssal shield), 14 nature, (16 abyssal shield), 16 acid, (18 abyssal shield), 18 fire, 32 healing, (30 abyssal shield), 652 physical (1410 total damage) [32 healing].
Rod's Volcano hits Doomed Shade of Rod for (2 abyssal shield), (2 absorbed), 0 fire, 2 healing, (2 abyssal shield), (2 absorbed), 0 cold, (2 abyssal shield), (2 absorbed), 0 lightning, (2 abyssal shield), (2 absorbed), 0 arcane, (2 abyssal shield), (2 absorbed), 0 fire, 2 healing, (2 abyssal shield), (2 absorbed), 0 cold, (2 abyssal shield), (2 absorbed), 0 lightning, (2 abyssal shield), (2 absorbed), 0 arcane (3 total damage) [4 healing].
Melee retaliation hits Doomed Shade of Rod for (3 abyssal shield), (3 absorbed), 1 fire, 3 healing, (4 abyssal shield), (3 absorbed), 1 cold, (3 abyssal shield), (3 absorbed), 1 lightning, (3 abyssal shield), (3 absorbed), 1 arcane, (2 abyssal shield), (2 absorbed), 0 fire, 2 healing, (2 abyssal shield), (2 absorbed), 0 cold, (2 abyssal shield), (2 absorbed), 0 lightning, (2 abyssal shield), (2 absorbed), 0 arcane, (3 abyssal shield), (2 absorbed), 1 fire, 3 healing, (3 abyssal shield), (3 absorbed), 1 cold, (3 abyssal shield), (2 absorbed), 1 lightning, (3 abyssal shield), (2 absorbed), 1 arcane, (1 abyssal shield), (0 absorbed), 0 fire, (1 abyssal shield), (0 absorbed), 0 cold, (1 abyssal shield), (0 absorbed), 0 lightning, (1 abyssal shield), (0 absorbed), 0 arcane, (3 abyssal shield), (3 absorbed), 1 fire, 3 healing, (3 abyssal shield), (3 absorbed), 1 cold, (3 abyssal shield), (3 absorbed), 1 lightning, (3 abyssal shield), (2 absorbed), 1 arcane, (2 abyssal shield), (1 absorbed), 0 fire, 2 healing, (2 abyssal shield), (2 absorbed), 0 cold, (2 abyssal shield), (2 absorbed), 0 lightning, (2 abyssal shield), (1 absorbed), 0 arcane, (3 abyssal shield), (2 absorbed), 1 fire, 2 healing, (3 abyssal shield), (2 absorbed), 1 cold, (3 abyssal shield), (2 absorbed), 1 lightning, (3 abyssal shield), (2 absorbed), 1 arcane, (1 abyssal shield), (0 absorbed), 0 fire, (1 abyssal shield), (0 absorbed), 0 cold, (1 abyssal shield), (0 absorbed), 0 lightning, (1 abyssal shield), (0 absorbed), 0 arcane (14 total damage) [14 healing].
Rod the level 47 ogre doombringer was crushed to death by a Doomed Shade of Rod but nobody knew why they suddenly became evil on level 3 of Shadow Crypt.