Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.6.6Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.6.0Official 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:
Thick Tactical Borders 1.0.1This is a simple mod that removes the tactical border from normal monsters and makes the named/boss monster borders slightly easier to see. This will only effect ascii mode. Embers of Rage 1.6.0Official 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:
Better Item Description 1.6.6This 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 Forbidden Cults 1.6.0Official 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 Roguelike |
Sex | Male |
Race | Drem |
Class | Writhing One |
Level / Exp | 50 / 1178% |
Size | big |
Lifes / Deaths | Killed by Vor, Grand Geomancer of the Pride at level 50 on the 38th Stralite 123rd year of Ascendancy at 05:45 / 2Killed by Argoniel at level 50 on the 25th Voratun 123rd year of Ascendancy at 06:25 |
Primary Stats
Strength | 107.72968401646 (base 60) |
Dexterity | 35 (base 12) |
Constitution | 76 (base 60) |
Magic | 111 (base 62) |
Willpower | 30 (base 11) |
Cunning | 67 (base 34) |
Resources
Life | -170/1938 |
Mana | 0/374 |
Equilibrium | 20 |
Insanity | 9/100 |
Healing Factor | 0.27086007702188 |
Regeneration | 67.662826477381 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +41.31788189224% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 5 |
See Stealth | 66.112965056945 |
See Invisible | 62.112965056945 |
Offense: Mainhand
Damage | 220 |
Accuracy | 55 |
Crit Chance | 30% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 65 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +53% |
Blight | +35% |
Arcane | +23% |
Mind | +35% |
All | +17% |
Lightning | +23% |
Light | +38% |
Physical | +32% |
Darkness | +95% |
Offense: Damage Penetration
Darkness | +77% |
Light | +40% |
Physical | +45% |
Arcane | +25% |
Acid | +20% |
All | +15% |
Defense: Base
Armour (hardiness) | 16.677277143453 (87.462686567164%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 0 |
Physical Save | 57 |
Spell Save | 43 |
Mental Save | 53 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 43%( 70%) |
Arcane | + 38%( 70%) |
Cold | + 70%( 70%) |
All | + 35%( 70%) |
Lightning | + 70%( 70%) |
Light | + 57%( 70%) |
Physical | + 66%( 70%) |
Darkness | + 56%( 70%) |
Fire | + 70%( 70%) |
Mind | + 39%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 0% |
Blind Resistance | 43% |
Silence Resistance | 37% |
Teleport Resistance | 20% |
Disarm Resistance | 77% |
Instadeath Resistance | 100% |
Knockback Resistance | 71% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 36 Travel Speed: 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 655 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 36 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 142 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 38 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 708 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 46 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
Demented / Tentacles | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Demented / Controlled horrors | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Conditioning | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Chaos Orbs |
talent | Chant of Fortitude |
talent | Elemental Harmony |
talent | Premonition |
talent | Constrict |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 27% feedback damage from all damage done. Empathic Hex |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is cursed, taking 96.47 darkness damage per turn and preventing natural life regeneration. Curse of Death |
detrimental effect | The target is hexed. Each time it uses an ability it takes 152.89 fire damage, and talent cooldowns are increased by 103% plus 1 turn. Burning Hex |
detrimental effect | The target has been splashed with acid, taking 37.45 acid damage per turn, reducing armour by 53 and attack by 46. Acid Splash |
detrimental effect | The target is infected by a disease, doing 91.76 blight damage per turn and reducing healing received by 113%. EpidemicEach non-disease blight damage done to it will spread the disease. |
detrimental effect | The target is infected by a disease, reducing its strength by 42 and doing 62.23 blight damage per turn. Weakness Disease |
beneficial effect | Increases life regen by 10.00. Elemental Harmony |
beneficial effect | The target has 90 increased life regeneration. Recovery |
beneficial effect | 4 pustules increasing resistance by 20%. Putrescent Pustule |
beneficial effect | Reduces acid damage received by 19%. Premonition Shield |
beneficial effect | A flow of life spins around the target, regenerating 141.68 life per turn. Regeneration |
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 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 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 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. * You have unlocked the training room. * 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: 2225. | 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 Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 Maj'Eyal 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 to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Phys.crit +5.0% ----- def ----- Armour +4 Fatigue +3% Resists +5% arcane +6% mind Phys.save +18 (+5 eff.) Die.at -80.00 life HP.reg +4.00 Disease- +20% Silence- +37% Confus- +29% Stun/Frz- +54% 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 T5 lite [Ego+] Master While equipped: ----- def ----- Blind- +43% Confus- +21% ---------- misc Light +10 See.Stealth +25 See.Invis +15 Track: Puts all charms on 28 cooldown Level 4.8 Pwr.cost 28 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 45 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +13 Str +3 Dex +3 Mag +12 Wil +4 Cun dps ---------- Phys.pwr +12 (+2 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Armour +11 Fatigue +5% Resists +15% acid +15% physical +15% fire +15% lightning +11% cold Crit.dmg- 15.00% Phys.save +15 (+4 eff.) ---------- misc Stam/turn +3.55 Infravis +4 See.Invis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning +6% acid Res.pen +26% darkness +10% physical Acc +25 (+7 eff.) Melee Ret 10 darkness ----- def ----- Resists +24% lightning +4% physical Project a gust of wind in a cone knocking enemies back 14 spaces and dealing 627 physical damage Puts all charms on 11 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +13 Dex +10 Cun +8 Con dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +10 (+3 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +21% darkness Acc +15 (+4 eff.) Apr +3 ----- def ----- Defense +15 (+6 eff.) Spell.save +20 (+6 eff.) HP.reg +6.00 Stun/Frz- +45% ---------- misc Max.stam +28.00 Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% acid +18% mind Res.pen +25% darkness +15% light Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce armor by 40% ----- def ----- Fatigue -7% ---------- misc Max.enc +31 Light +3 Rings can have magical properties. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Master While equipped: Stats +8 Wil +8 Cun +4 Con dps ---------- Phys.crit +3.0% Dmg.mod +15% physical Res.pen +20% physical Against +40% Summoned ----- def ----- Defense +23 (+8 eff.) Resists +15% cold +29% fire D.Red.from +40% Summoned Stealth +15 Die.at -40.00 life Teleport- +20% A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 160% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +5.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +10 Str +8 Mag dps ---------- Dmg.mod +25% darkness Res.pen +5% all ----- def ----- Resists +18% darkness +12% blight ---------- misc ShadowPwr +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
On hands | ![]() 1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.3 Pwr.cost 17 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 151% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 17. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Main armor | ![]() 17.0 T5 massive armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% acid +6% arcane +9% light Res.pen +5% acid +10% arcane +10% light ----- def ----- Armour +26 Fatigue +12% Resists +30% acid +29% physical +9% light +23% fire +29% cold +26% lightning Phys.save +15 (+4 eff.) Max.HP +53.00 Disarm- +77% Stun/Frz- +70% Knockbk- +71% ---------- misc Cooldown Rush -10 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +14% darkness Res.pen +11% darkness Acc +24 (+7 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Resists +15% darkness Stealth +13 Max.HP +49.00 ---------- misc Max.stam +21.00 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 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 372 strength, based on Magic) for 5 turns. Uses 17 power out of 8/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 40 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 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 727% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 38 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 453 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 42 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 2 physical, 5 fire, 5 temporal, 5 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 46 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 255.51 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 36 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 391 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 42 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 132 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 41 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 T5 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +7 Defense +6 (+3 eff.) Res.Cap +3% all Phys.save +19 (+5 eff.) ---------- misc Masteries +0.33 Demented/Friend of the worm Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Random Unique] Master While equipped: Stats +7 Str +12 Dex +6 Wil +4 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Armour +8 Fatigue -5% Resists +5% arcane Spell.save +6 (+2 eff.) HP.reg +3.00 Cut- +10% Knockbk- +20% ---------- misc Stam/turn +0.30 Masteries +0.21 Demented/Horrific body +0.21 Demented/Path of horror Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% mind +15% darkness ----- def ----- Resists +6% lightning +17% physical +5% arcane +15% mind Phys.save +18 (+5 eff.) ---------- misc Stam/turn +0.90 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego] Nature While equipped: Stats +10 Wil ----- def ----- Resists +15% physical ---------- misc Stam/turn +1.20 Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 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 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +7 Cun +12 Wil dps ---------- Crit.mult +10.00% Mind.pwr +41 (+14 eff.) S.pwr/crit +4 ----- def ----- Mind.save +15 (+5 eff.) Max.HP +35.00 Disarm- +35% Pinning- +28% Knockbk- +26% ---------- misc Psi/ret +0.08 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? |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Con ----- def ----- Spell.save +20 (+6 eff.) Max.HP +96.00 HP.reg +20.00 Heal.mod +20% ---------- misc Max.stam +40.00 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Cun +8 Dex dps ---------- Acc +13 (+4 eff.) ----- def ----- Max.HP +68.00 HP.reg +13.00 Heal.mod +18% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +7 Cun +5 Wil dps ---------- Mind.pwr +15 (+5 eff.) ----- def ----- Max.HP +49.00 HP.reg +17.00 Heal.mod +19% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: ----- def ----- Resists +9% nature +6% cold Die.at -60.00 life Max.HP +52.00 HP.reg +8.00 Heal.mod +14% Poison- +20% Silence- +10% Pinning- +20% Teleport- +20% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +21% cold +18% physical +9% fire Res.pen +30% darkness +15% fire ----- def ----- Resists +30% cold +26% darkness +18% physical Rings can have magical properties. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Master Power 179% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +16 Str dps ---------- Dmg.mod +21% physical Acc +35 (+9 eff.) Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 174% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +21.0% Acc +21 (+6 eff.) ----- def ----- Defense +19 (+7 eff.) Disarm- +70% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Nature/Psionic Power 177% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +126 fire On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- All.spd +15% Res.pen +35% fire Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 158% Range: 1.4x Uses 10% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-10 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 162% Range: 1.4x Uses 75% Mag, 80% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Dmg.conv 30% light Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+3 eff.) Dmg.mod +18% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -2 Suncloak -3 Providence -4 Barrier -2 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 409.86 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 24 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Power 153% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 mind On Hit.r1 +12 lightning +8 light On Hit: 20% Curse of Vulnerability 5 On Hit: * 27% chance to reduce all saves and defense by 27 While equipped: Stats +6 Str +2 Wil +5 Cun dps ---------- Dmg.mod +12% lightning +9% physical Acc +9 (+3 eff.) Melee Ret 4 lightning ----- def ----- Resists +3% light Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 162% Range: 1.4x Uses 110% Mag, 60% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 68.27 arcane and 108.25 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+6 eff.) ---------- misc Talents +1 Soul Purge Bone Armour: Level 3.0 Pwr.cost 14 out of 19/19. Range melee/personal Travel.spd instantaneous Description: Creates a shield of bones, absorbing 478 damage. Lasts for 10 turns. The total damage the shield can absorb increases with your Dexterity. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master Power 157% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+14 eff.) Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() 3.0 T5 mace 1H weapon [Ego+] Arcane/Psionic Power 154% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 107 damage Blunt and deadly. |
![]() 3.0 T5 trident 2H weapon [Ego+] Master Power 189% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% While equipped: Stats +10 Dex dps ---------- Phys.spd +10% Acc +35 (+9 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +9 (+4 eff.) Resists +6% blight Stealth +5 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 7 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 44 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+6 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
![]() 3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cursed/Endless hunt +0.20 Cunning/Trapping +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 22 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 3.0 T5 feet armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Mov.spd +10% Dmg.mod +3% cold Res.pen +17% temporal +18% darkness +15% cold ----- def ----- Armour +14 Defense +15 (+6 eff.) Fatigue -4% Resists +18% acid +21% temporal +25% darkness +6% blight +13% fire +20% lightning +13% cold Mind.save +6 (+2 eff.) Die.at -40.00 life Max.HP +45.00 Def/telep +25 Res/telep +17% Dur/telep +21% ---------- misc Stam/turn +0.80 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Ego++] Arcane/Master/Psionic While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.crit +5% Phys.pwr +18 (+3 eff.) Spell.pwr +18 (+5 eff.) Mind.pwr +14 (+5 eff.) ----- def ----- Armour +5 ---------- misc Mana/turn +0.58 Max.mana +58.00 A pair of boots made of leather. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+3 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 24 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 3.0 T5 head armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Dex +8 Mag +13 Wil +5 Cun dps ---------- Spell.crit +4% Mind.pwr +6 (+2 eff.) Dmg.mod +47% blight +19% arcane Melee Ret 4 blight On Hit (Melee): * 24% chance to reduce strength, dexterity, and constitution by 30 ----- def ----- Armour +5 Fatigue +5% Resists +25% mind +3% temporal Mind.save +26 (+8 eff.) Confus- +50% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +16 Str +6 Wil +3 Con dps ---------- Res.pen +10% fire On Hit (Melee): * 28% chance to slow global speed by 54% ----- def ----- Armour +5 Fatigue +5% Resists +12% nature +7% arcane Crit.dmg- 21.37% Spell.save +12 (+4 eff.) Mind.save +14 (+5 eff.) Max.HP +107.00 Heal.mod +30% Disease- +28% ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Rare] Master While equipped: Stats +14 Wil +8 Cun +10 Con dps ---------- Mind.crit +8% Dmg.mod +12% nature On Hit (Melee): * 27% chance to slow global speed by 54% ----- def ----- Armour +5 Fatigue +5% Resists +27% nature +12% cold ---------- misc Hate/m.crit +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor [Ego+] Arcane While equipped: dps ---------- Melee+ 23 acid 23 fire Melee Ret 16 acid 14 fire ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +30% acid +25% fire A suit of armour made of mail. |
![]() 9.0 T5 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +20% nature +18% blight D.Red.from +15% Unnatural HP.reg +6.40 ---------- misc Stam/turn +1.80 A suit of armour made of leather. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 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. |
![]() 3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 4.0 Pwr.cost 21 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 77.77 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 55 power out of 79/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 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. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 68 power out of 67/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 1.0 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.(84 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +1 Cun dps ---------- On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Resists +15% fire +12% nature +9% darkness Blind- +23% Confus- +12% ---------- misc Light +7 See.Stealth +9 See.Invis +8 Track: Puts all charms on 28 cooldown Level 6.0 Pwr.cost 28 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 49 for 8 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 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 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 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. |
![]() 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 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 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 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 138 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 753.48 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 17 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 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 T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 398 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Resists +6% temporal ---------- misc Psi/ret +0.04 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 11 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +6 Con +7 Wil dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 7 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 246.87 temporal and 411.54 darkness damage (based on Magic). Uses 14 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 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 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 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 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. |
Achievements
By Wyxus the Drem Writhing One level 29
1st Loss 122nd year of Ascendancy at 17:42 see stats
By Wyxus the Drem Writhing One level 50
38th Stralite 123rd year of Ascendancy at 17:51 see stats
By Wyxus the Drem Writhing One level 28
44th Dearth 122nd year of Ascendancy at 04:05 see stats
By Wyxus the Drem Writhing One level 33
18th Loss 122nd year of Ascendancy at 07:01 see stats
By Wyxus the Drem Writhing One level 41
23rd Steel 123rd year of Ascendancy at 20:44 see stats
By Wyxus the Drem Writhing One level 32
14th Loss 122nd year of Ascendancy at 22:16 see stats
By Wyxus the Drem Writhing One level 30
11st Loss 122nd year of Ascendancy at 10:31 see stats
By Wyxus the Drem Writhing One level 38
20th Iron 123rd year of Ascendancy at 20:35 see stats
By Wyxus the Drem Writhing One level 47
20th Gold 123rd year of Ascendancy at 09:57 see stats
By Wyxus the Drem Writhing One level 19
37th Profit 122nd year of Ascendancy at 01:03 see stats
By Wyxus the Drem Writhing One level 25
26th Dearth 122nd year of Ascendancy at 05:30 see stats
By Wyxus the Drem Writhing One level 50
19th Voratun 123rd year of Ascendancy at 00:46 see stats
By Wyxus the Drem Writhing One level 24
20th Dearth 122nd year of Ascendancy at 22:52 see stats
By Wyxus the Drem Writhing One level 10
1st Acquisition 122nd year of Ascendancy at 07:08 see stats
By Wyxus the Drem Writhing One level 20
41st Profit 122nd year of Ascendancy at 06:44 see stats
By Wyxus the Drem Writhing One level 30
9th Loss 122nd year of Ascendancy at 03:52 see stats
By Wyxus the Drem Writhing One level 40
20th Steel 123rd year of Ascendancy at 13:28 see stats
By Wyxus the Drem Writhing One level 50
18th Stralite 123rd year of Ascendancy at 23:11 see stats
By Wyxus the Drem Writhing One level 50
5th Voratun 123rd year of Ascendancy at 03:57 see stats
By Wyxus the Drem Writhing One level 48
22nd Gold 123rd year of Ascendancy at 08:20 see stats
By Wyxus the Drem Writhing One level 20
7th Wealth 122nd year of Ascendancy at 16:21 see stats
By Wyxus the Drem Writhing One level 25
35th Dearth 122nd year of Ascendancy at 22:58 see stats
By Wyxus the Drem Writhing One level 15
21st Profit 122nd year of Ascendancy at 06:22 see stats
By Wyxus the Drem Writhing One level 31
11st Loss 122nd year of Ascendancy at 13:26 see stats
By Wyxus the Drem Writhing One level 10
2nd Acquisition 122nd year of Ascendancy at 08:42 see stats
By Wyxus the Drem Writhing One level 50
21st Stralite 123rd year of Ascendancy at 21:00 see stats
By Wyxus the Drem Writhing One level 49
17th Stralite 123rd year of Ascendancy at 20:11 see stats
By Wyxus the Drem Writhing One level 10
1st Profit 122nd year of Ascendancy at 07:05 see stats
By Wyxus the Drem Writhing One level 35
12nd Shortage 122nd year of Ascendancy at 01:30 see stats
By Wyxus the Drem Writhing One level 20
13rd Wealth 122nd year of Ascendancy at 20:55 see stats
By Wyxus the Drem Writhing One level 29
8th Loss 122nd year of Ascendancy at 22:41 see stats
By Wyxus the Drem Writhing One level 19
37th Profit 122nd year of Ascendancy at 18:36 see stats
By Wyxus the Drem Writhing One level 50
38th Stralite 123rd year of Ascendancy at 05:45 see stats
By Wyxus the Drem Writhing One level 27
42nd Dearth 122nd year of Ascendancy at 04:57 see stats
Log
Wyxus activates Mirror Shards, forging a reflective barrier!
A shield forms around Wyxus.
Wyxus's defiled blood area effect performs a melee critical strike against Cold drake!
Wyxus shrugs off the critical damage!
Cold drake is covered in black blood!
Wyxus damages himself through Martyrdom!
Wyxus reflects damage back to Cold drake!
Cold drake hits Wyxus for (6 absorbed), 0 darkness (0 total damage).
Melee retaliation hits Wyxus for (8 absorbed), 0 cold (0 total damage).
Wyxus's defiled blood area effect hits Cold drake for 69 darkness, 3 reflected, 4 reflected (75 total damage).
Wyxus's defiled blood area effect hits Elandar for (31 absorbed), 0 darkness (0 total damage).
Wyxus's defiled blood area effect hits Argoniel for 35 darkness, 2 reflected (38 total damage).
Argoniel hits Wyxus for (5 absorbed), 0 darkness (0 total damage).
Elandar casts Lightning.
Elandar's spell attains critical power!
Wyxus shrugs off the critical damage!
Wyxus reflects damage back to Elandar!
Elandar hits Wyxus for 24 healing, (327 absorbed), 0 lightning (0 total damage) [24 healing].
Wyxus hits Elandar for (163 absorbed), 163 reflected (163 total damage).
Tentacle Constriction from Wyxus misses Elandar.
Argoniel casts Curse of Death.
Wyxus is cursed.
Wyxus reflects damage back to Argoniel!
Elandar receives 83 healing from Temporal Restoration Field.
Bone Spike hits Wyxus for 1 healing, (20 absorbed), 0 physical (0 total damage) [1 healing].
Wyxus hits Argoniel for 10 reflected damage.
Your shield crumbles under the damage!
The shield around Wyxus crumbles.
Argoniel's spell attains critical power!
Saving game...