Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Demon Seed Details 1.4.6This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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.
Cornac Rectification 1.4.5The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Ashes of Urh'Rok 1.5.0Official 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:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Embers of Rage 1.5.0Official 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.5.0Combines 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 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Ogre |
Class | Writhing One |
Level / Exp | 25 / 60% |
Size | big |
Lifes / Deaths | Killed by corrupted mastocytic feeder at level 1 on the 74th Pyre 122nd year of Ascendancy at 20:56 / 36Killed by corrupted mastocytic feeder at level 1 on the 74th Pyre 122nd year of Ascendancy at 22:30 Killed by corrupted mastocytic feeder at level 1 on the 74th Pyre 122nd year of Ascendancy at 23:10 Killed by corrupted mastocytic feeder at level 1 on the 75th Pyre 122nd year of Ascendancy at 01:14 Killed by The Spinal Cord at level 3 on the 77th Pyre 122nd year of Ascendancy at 09:48 Killed by elven tempest at level 5 on the 8th Mirth 122nd year of Ascendancy at 01:13 Killed by elven warrior at level 5 on the 9th Mirth 122nd year of Ascendancy at 20:08 Killed by elven warrior at level 5 on the 9th Mirth 122nd year of Ascendancy at 21:30 Killed by elven warrior at level 5 on the 10th Mirth 122nd year of Ascendancy at 01:59 Killed by elven blood mage at level 5 on the 10th Mirth 122nd year of Ascendancy at 05:17 Killed by elven blood mage at level 5 on the 10th Mirth 122nd year of Ascendancy at 06:04 Killed by elven blood mage at level 5 on the 10th Mirth 122nd year of Ascendancy at 06:49 Killed by elven guard at level 5 on the 10th Mirth 122nd year of Ascendancy at 08:39 Killed by skeleton warrior at level 11 on the 29th Dusk 122nd year of Ascendancy at 05:27 Killed by Adesema the yellow jelly at level 12 on the 41st Dusk 122nd year of Ascendancy at 14:11 Killed by Silaleth the thief at level 12 on the 60th Dusk 122nd year of Ascendancy at 00:25 Killed by Assassin Lord at level 12 on the 60th Dusk 122nd year of Ascendancy at 04:56 Killed by corrupted thief at level 14 on the 17th Haze 122nd year of Ascendancy at 19:55 Killed by corrupted thief at level 14 on the 17th Haze 122nd year of Ascendancy at 22:12 Killed by storm drake at level 14 on the 21st Haze 122nd year of Ascendancy at 06:33 Killed by storm drake at level 14 on the 21st Haze 122nd year of Ascendancy at 07:48 Killed by Urkis, the High Tempest at level 14 on the 21st Haze 122nd year of Ascendancy at 08:49 Killed by snow giant boulder thrower at level 15 on the 22nd Haze 122nd year of Ascendancy at 10:21 Killed by Weirdling Beast at level 17 on the 32nd Haze 122nd year of Ascendancy at 20:38 Killed by Zubavea the sandworm at level 17 on the 50th Haze 122nd year of Ascendancy at 06:50 Killed by war hound at level 18 on the 51st Haze 122nd year of Ascendancy at 05:38 Killed by Sannd the krog at level 18 on the 66th Haze 122nd year of Ascendancy at 12:44 Killed by Salywen the skeleton master archer at level 19 on the 80th Haze 122nd year of Ascendancy at 15:07 Killed by teluvorta at level 20 on the 2nd Decay 122nd year of Ascendancy at 10:07 Killed by Bethumina the luminous horror at level 22 on the 5th Decay 122nd year of Ascendancy at 16:47 Killed by Bethumina the luminous horror at level 22 on the 5th Decay 122nd year of Ascendancy at 18:37 Killed by Betyma the Blightborn at level 22 on the 6th Allure 123rd year of Ascendancy at 22:31 Killed by Velema the Blightborn at level 22 on the 7th Allure 123rd year of Ascendancy at 18:10 Killed by Cyrydavena the Blightborn at level 23 on the 8th Allure 123rd year of Ascendancy at 08:05 Killed by Grand Corruptor at level 23 on the 10th Allure 123rd year of Ascendancy at 01:41 Killed by Glalle the elven tempest at level 23 on the 10th Allure 123rd year of Ascendancy at 01:56 |
Primary Stats
Strength | 65 (base 50) |
Dexterity | 11 (base 10) |
Constitution | 23 (base 17) |
Magic | 56 (base 50) |
Willpower | 20 (base 10) |
Cunning | 18 (base 10) |
Resources
Life | 734/734 |
Insanity | 0/100 |
Equilibrium | 0 |
Healing Factor | 1.30103626943 |
Regeneration | 3.382694300518 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -1 |
Infravision | 8 |
See Stealth | 35.309282481023 |
See Invisible | 29.309282481023 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 67 |
Accuracy | 39 |
Crit Chance | 4% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Acid | +5% |
Blight | +27% |
Arcane | +3% |
Mind | +6% |
All | 0% |
Darkness | +26% |
Light | +8% |
Temporal | +9% |
Physical | +8% |
Nature | +8% |
Offense: Damage Penetration
Fire | +5% |
Acid | +15% |
Defense: Base
Armour (hardiness) | 35.413408721348 (66.666666666667%) |
Defense | 9 |
Ranged Defense | 12 |
Fatigue | 23 |
Physical Save | 29 |
Spell Save | 40 |
Mental Save | 35 |
Defense: Resistances
Acid | + 9%( 70%) |
Blight | + 7%( 70%) |
Arcane | + 7%( 70%) |
Cold | + 25%( 70%) |
All | 0%( 70%) |
Mind | + 9%( 70%) |
Lightning | + 17%( 70%) |
Light | + 14%( 70%) |
Temporal | + 10%( 70%) |
Physical | + 7%( 70%) |
Darkness | + 26%( 70%) |
Fire | + 6%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Silence Resistance | 10% |
Disarm Resistance | 25% |
Knockback Resistance | 23% |
Confusion Resistance | 28% |
Stun Resistance | 56% |
Pinning Resistance | 33% |
Instadeath Resistance | 100% |
Blind Resistance | 25% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 496 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 356 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 250.70 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
Demented / Disfigured face | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Slow death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Demented / Horrific body | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Chaos Orbs |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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 failed to protect the injured seer from death by white crystal. Escort: injured seer (level 3 of Scintillating Caves) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | 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 +2. | done |
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 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Spit Poison (+1 level(s)). | 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 |
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 |
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: 108. | 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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed giant spider spinneret. * You've found the needed sandworm tooth. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed vial of wight ectoplasm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vial of squid ink. * You've found the needed electric eel tail. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Duskreek of the Blightspawn (5 def, 9 armour) Duskreek of the Blightspawn (5 def, 9 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Melee Ret 4 arcane On Melee Ret: * 27% chance to disease * 28% chance to inflict 15% damage reduction ----- def ----- Armour +9 Defense +5 (+5 eff.) Rng.Def +3 (+3 eff.) Fatigue +3% Resists +8% lightning +7% temporal ---------- misc Infravis +2 A pair of boots made of leather. |
Light source | alchemist's lamp 'Morningkarma' alchemist's lamp 'Morningkarma'1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +6 Cun +3 Con dps ---------- Dmg.mod +3% arcane Melee Ret 4 light ----- def ----- Resists +7% blight +6% light HP.reg +2.20 Blind- +25% Confus- +15% ---------- misc Light -1 Infravis +6 See.Stealth +13 See.Invis +7 Track: Puts all charms on 40 cooldown Level 4.8 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | insulating dwarven-steel helm of constitution (+2) (0 def, 4 armour) insulating dwarven-steel helm of constitution (+2) (0 def, 4 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +4 Fatigue +4% Resists +6% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Bethorianor [power 50] (20 cooldown) Bethorianor [power 50] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +2% Crit.mult +20.00% ----- def ----- Mind.save +30 (+11 eff.) Heal/summ +40 ---------- misc Telepathy Demon/Minor Demon/Major Harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | marksman's gold ring of tenacity marksman's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Max.HP +20.00 Disarm- +25% Pinning- +23% Knockbk- +23% Rings can have magical properties. |
On fingers | Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around waist | hardened leather belt 'Negas' hardened leather belt 'Negas'1.0 T3 belt armor [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +9% temporal ----- def ----- Resists +3% temporal +8% light +7% darkness ---------- misc Equi/ret +0.08 A belt that goes around your waist. |
In main hand | Gloomtaint the dwarven-steel greatmaul (55-82.5 power, 2 apr) Gloomtaint the dwarven-steel greatmaul (55-82.5 power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Power 55.0 - 82.5 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 acid +4 darkness On Hit: * 40% chance to inflict 15% damage reduction * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * splashes the target with acid While equipped: dps ---------- Dmg.mod +9% blight Res.pen +5% fire ----- def ----- Resists +6% darkness Massive two-handed mauls. |
On hands | dwarven-steel gauntlets 'Elenamas' (0 def, 2 armour) dwarven-steel gauntlets 'Elenamas' (0 def, 2 armour)1.5 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 acid Dmg.mod +5% acid +6% mind ----- def ----- Armour +2 Resists +6% acid +9% cold +9% mind +9% lightning Silence- +10% Pinning- +10% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Dusksmash of the Blightspawn (3 def, 8 armour) Dusksmash of the Blightspawn (3 def, 8 armour)14.0 T3 heavy armor [Random Unique] Arcane/Master While equipped: Stats +6 Str dps ---------- Res.pen +15% acid Melee Ret 10 physical On Hit (Melee): * Slows global speed by 15% On Melee Ret: * 28% chance to disease * 28% chance to inflict 15% damage reduction ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +16% Resists +3% acid +7% physical +13% darkness +6% nature +7% arcane Spell.save +14 (+4 eff.) ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Cloak | thick linen cloak of Iron Throne (1 def, 6 armour) thick linen cloak of Iron Throne (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | mindweaver's gold amulet of the eclipse mindweaver's gold amulet of the eclipse0.1 T3 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +10 (+4 eff.) Melee+ 7 light 7 darkness Dmg.mod +8% light +8% darkness On Melee Ret: * 6% chance to inflict 15% damage reduction * 5% chance to blind ----- def ----- Mind.save +7 (+3 eff.) Confus- +13% Amulets can have magical properties. |
Inventory
Elixir of Focus Elixir of Focus0.0 potion [Plot Item] Nature Grant you two additional class talent points. A vial of clear, steaming fluid. |
regeneration infusion of the duelist (heal 109 over 5 turns) regeneration infusion of the duelist (heal 109 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 109 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 153 over 5 turns) regeneration infusion of the sneak (heal 153 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 153 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 347 over 5 turns) regeneration infusion of the warrior (heal 347 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 347 life over 5 turns. 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 ability. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 366 over 5 turns) regeneration infusion of the warrior (heal 366 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 366 life over 5 turns. 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 ability. Press to compare to your current inscriptions |
insidious poison infusion of the wizard (38 nature damage, 29% healing reduction) insidious poison infusion of the wizard (38 nature damage, 29% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 24 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 37.74 nature damage per turn for 7 turns, and reducing the target's healing received by 29%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the wizard (37 nature damage, 25% healing reduction) insidious poison infusion of the wizard (37 nature damage, 25% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 37.43 nature damage per turn for 7 turns, and reducing the target's healing received by 25%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune (25 cold damage; freeze 3 turns with power 15) biting gale rune (25 cold damage; freeze 3 turns with power 15)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 25.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 15 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (219 lightning damage) lightning rune of the warrior (219 lightning damage)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 73.03 to 219.10 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
restful copper amulet of cunning (+2) restful copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Cun ----- def ----- Fatigue -4% HP.reg +0.90 Amulets can have magical properties. |
Dourimmortal the steel amulet Dourimmortal the steel amulet0.1 T2 amulet jewelry [Random Unique] Arcane While equipped: Stats +11 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) S.pwr/crit +3 Dmg.mod +6% acid +6% lightning +12% darkness +3% arcane +9% blight +6% cold +12% mind +6% fire Res.pen +5% arcane ---------- misc Mana/turn +0.22 Max.mana +32.00 Amulets can have magical properties. |
Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
restful steel amulet of the eclipse restful steel amulet of the eclipse0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 7 light 6 darkness Dmg.mod +7% light +6% darkness On Melee Ret: * 6% chance to inflict 15% damage reduction * 6% chance to blind ----- def ----- Fatigue -5% HP.reg +1.00 Amulets can have magical properties. |
warrior's gold amulet of mastery (0.22 Demented / Path of horror) warrior's gold amulet of mastery (0.22 Demented / Path of horror)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +8% physical ---------- misc Stam/turn +0.50 Masteries +0.22 Demented/Path of horror Amulets can have magical properties. |
copper ring of tenacity copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +22% Pinning- +20% Knockbk- +22% Rings can have magical properties. |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 9.89 cold and 10.69 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+6 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
insidious iron battleaxe of daylight (14.5-21.75 power, 1 apr) insidious iron battleaxe of daylight (14.5-21.75 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane/Nature Power 14.5 - 21.8 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +7 light +17 insidious poison Against +10% Undead Massive two-handed battleaxes. |
thought-forged steel greatmaul of erosion (27.5-41.25 power, 2 apr) thought-forged steel greatmaul of erosion (27.5-41.25 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Nature/Psionic Power 27.5 - 41.3 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +9 temporal +13 mind +10 nature On Hit: * 17% chance to cause random gloom While equipped: Stats +2 Cun +3 Wil Massive two-handed mauls. |
insidious steel greatsword (23-36.8 power, 2 apr) insidious steel greatsword (23-36.8 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature Power 23.0 - 36.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +14 insidious poison Massive two-handed swords. |
Darkwake of the Blightspawn (46-73.6 power, 2 apr) Darkwake of the Blightspawn (46-73.6 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Nature/Master Power 46.0 - 73.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +10 fire On Hit: 20% Netherblast 3 On Hit: * Slows global speed by 40% * 16% chance to corrode armour by 30% While equipped: dps ---------- All.spd +1% Dmg.mod +6% darkness Res.pen +12% acid +12% fire +10% darkness ----- def ----- Resists +3% blight +3% acid HP.reg +2.00 On Spell Hit: 20% Netherblast 3 Massive two-handed swords. |
dwarven-steel longsword 'Bregadar' (25-35 power, 4 apr) dwarven-steel longsword 'Bregadar' (25-35 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Nature Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +16 insidious poison While equipped: ----- def ----- Resists +15% lightning +6% light +9% blight +5% arcane +6% nature Sharp, long, and deadly. |
flaming dwarven-steel longsword of vileness (20.5-28.7 power, 4 apr) flaming dwarven-steel longsword of vileness (20.5-28.7 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +7 blight On Hit.r1 +7 fire On Hit: * 8% chance to disease Sharp, long, and deadly. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight On Hit: 10% Greater Weapon Focus 2 While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Voryrin the Pusfist (11-15.4 power, 2 apr) Voryrin the Pusfist (11-15.4 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Nature Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 insidious poison While equipped: ----- def ----- Resists +3% nature Spell.save +3 (+1 eff.) Poison- +15% Stun/Frz- +20% One-handed war axes. |
Blackmarrow of the Blightspawn (20-28 power, 9 apr) Blackmarrow of the Blightspawn (20-28 power, 9 apr)3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master Power 20.0 - 28.0 Light Uses 100% Str Acc+ +0.2% crit / acc Apr +9 Crit +4.5% Atk.spd 100% Phasing +13% Melee+ +8 blight On Hit: 10% Epidemic 3 On Hit: * 8% chance to disease While equipped: Stats -12 Mag +12 Wil dps ---------- Dmg.mod +9% lightning +10% physical Res.pen +7% physical Apr +5 On Hit (Melee): * 30% chance to blind ----- def ----- Disease- +16% ---------- misc Light +3 One-handed war axes. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Dex, 10% Mag, 45% Str Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 8 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 114.48 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Star (25-32.5 power, 20 apr) Star (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Cun 24,Dex 24 [Unique] Arcane The star shines alone in a moonless sky. Power 25.0 - 32.5 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 100% Melee+ +20 light While equipped: dps ---------- Dmg.mod +10% light ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Robe of the Worm of darkness (+16%) (0 def, 0 armour) Robe of the Worm of darkness (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +16% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding rough leather belt grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal A belt that goes around your waist. |
hardened leather belt of unlife hardened leather belt of unlife1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
thick linen cloak (1 def, 5 armour) thick linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Daimiyamas the Curewither (0 def, 1 armour) Daimiyamas the Curewither (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Melee Ret 16 nature ----- def ----- Armour +1 Fatigue -4% Resists +3% acid +6% fire +6% light +3% temporal Phys.save +6 (+3 eff.) Spell.save +9 (+3 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+2 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 29% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Silorimina the Greenbreacher (0 def, 3 armour) Silorimina the Greenbreacher (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Res.pen +15% nature ----- def ----- Armour +3 Fatigue +3% Resists +5% fire +6% nature +7% cold Crit.dmg- 15.00% ---------- misc Telepathy Dragon A pair of boots made of leather. |
Umbraveil of the Blightspawn (0 def, 3 armour) Umbraveil of the Blightspawn (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Res.pen +11% temporal +13% darkness +10% fire Melee Ret 4 darkness On Melee Ret: * 26% chance to disease * 26% chance to inflict 15% damage reduction ----- def ----- Armour +3 Fatigue -3% Resists +29% darkness +16% temporal Phys.save +9 (+4 eff.) Def/telep +15 Res/telep +12% Dur/telep +11% ---------- misc Max.enc +26 A pair of boots made of leather. |
grounding pair of iron boots (0 def, 3 armour) grounding pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
umbral iron gauntlets of magic (+3) (0 def, 1 armour) umbral iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 5 darkness Dmg.mod +4% arcane +4% darkness ----- def ----- Armour +1 Resists +6% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
psychic's dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) psychic's dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T3 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Melee+ 7 mind Dmg.mod +5% mind Acc +12 (+3 eff.) ----- def ----- Armour +2 Resists +6% mind Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 0.8 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 23.73 to 71.19 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
grounding iron helm (0 def, 3 armour) grounding iron helm (0 def, 3 armour)3.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +7% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm of dexterity (+2) (0 def, 3 armour) stabilizing iron helm of dexterity (+2) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 30.89 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Crown of Burning Pain (8 def, 0 armour) Crown of Burning Pain (8 def, 0 armour)4.0 T3 head armor Reqs Cun 25 [Unique] Arcane While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +20% fire ----- def ----- Armour +0 Defense +8 (+8 eff.) Fatigue +4% Resists +20% fire Meteor Rain: Level 2.0 Pwr.cost 38 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 44.99 fire and 48.58 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Crown of Burning Pain (6 def, 0 armour) Crown of Burning Pain (6 def, 0 armour)4.0 T3 head armor Reqs Cun 25 [Unique] Arcane While equipped: Stats +2 Cun +2 Wil dps ---------- Dmg.mod +15% fire ----- def ----- Armour +0 Defense +6 (+6 eff.) Fatigue +4% Resists +15% fire Meteor Rain: Level 2.0 Pwr.cost 42 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 44.99 fire and 48.58 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)1.0 T3 head armor [Unique] Arcane/Nature While equipped: Stats +4 Mag +6 Wil +2 Cun dps ---------- Spell.crit +2% Dmg.mod +10% blight +7% arcane +12% mind Res.pen +10% mind Melee Ret 10 vim draining blight ----- def ----- Resists +11% cold ---------- misc Psi/ret +0.04 Max.vim +25.00 Breathe water Vimsense: Level 2.0 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 14%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Branidrahek the alchemist's lamp Branidrahek the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: ----- def ----- Resists +12% blight +9% lightning +6% darkness +5% arcane Mind.save +10 (+5 eff.) ---------- misc Light +3 See.Stealth +8 See.Invis +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Spectral Cage Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Cooldown Chill of the Tomb -2 Release a will o' the wisp that will explode against your foes for 250 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 86.83 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 86.83 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
NOTE: Radio Bizzare ContraptionBizzare Contraption 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Imp Claw Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 115.59 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1) Rod of Entropy (1/1)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 106% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Chargesmash the ash totem of cure ailments [power 2] (10 cooldown) Chargesmash the ash totem of cure ailments [power 2] (10 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +10% lightning Melee Ret 12 lightning On Hit (Melee): * 30% chance to blind * 30% chance to daze at end of turn ---------- misc Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
ash totem of cure ailments 'Lisuvena' [power 2] (10 cooldown) ash totem of cure ailments 'Lisuvena' [power 2] (10 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% blight ---------- misc Mana/turn +0.12 Talents +2 Lay Web Cooldown Lay Web -1 Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 4 stamina. 100% to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
yew wand of trap destruction 'Isirin' [power 64] (15 cooldown) yew wand of trap destruction 'Isirin' [power 64] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +6 Resists +3% physical Crit.dmg- 10.00% Spell.save +9 (+3 eff.) Blind- +15% Cut- +10% Disarm traps (64 bonus disarm power, based on Magic) along a range 3 line Puts all charms on 15 cooldown 100% to regenerate 8 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Ahorron the Ogre Writhing One level 17
32nd Haze 122nd year of Ascendancy at 23:19 see stats
By Ahorron the Ogre Writhing One level 16
30th Haze 122nd year of Ascendancy at 07:27 see stats
By Ahorron the Ogre Writhing One level 22
1st Allure 123rd year of Ascendancy at 19:35 see stats
By Ahorron the Ogre Writhing One level 15
22nd Haze 122nd year of Ascendancy at 00:54 see stats
By Ahorron the Ogre Writhing One level 17
31st Haze 122nd year of Ascendancy at 11:05 see stats
By Ahorron the Ogre Writhing One level 14
21st Haze 122nd year of Ascendancy at 10:19 see stats
By Ahorron the Ogre Writhing One level 17
32nd Haze 122nd year of Ascendancy at 22:50 see stats
By Ahorron the Ogre Writhing One level 10
3rd Dusk 122nd year of Ascendancy at 07:26 see stats
By Ahorron the Ogre Writhing One level 20
1st Decay 122nd year of Ascendancy at 14:15 see stats
By Ahorron the Ogre Writhing One level 12
60th Dusk 122nd year of Ascendancy at 10:22 see stats
By Ahorron the Ogre Writhing One level 23
10th Allure 123rd year of Ascendancy at 04:19 see stats
By Ahorron the Ogre Writhing One level 11
6th Dusk 122nd year of Ascendancy at 20:25 see stats
By Ahorron the Ogre Writhing One level 17
32nd Haze 122nd year of Ascendancy at 23:19 see stats
By Ahorron the Ogre Writhing One level 13
12nd Haze 122nd year of Ascendancy at 00:46 see stats
By Ahorron the Ogre Writhing One level 23
8th Allure 123rd year of Ascendancy at 07:05 see stats
By Ahorron the Ogre Writhing One level 23
8th Allure 123rd year of Ascendancy at 05:42 see stats
By Ahorron the Ogre Writhing One level 14
21st Haze 122nd year of Ascendancy at 05:49 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Exploratory Farportal exit here (press '' or right click to use).
Ran for 4 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Exploratory Farportal exit here (press '' or right click to use).
Ran for 4 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Exploratory Farportal exit here (press '' or right click to use).
Ran for 4 turns (stop reason: at exit).
You gain 0.04 gold from the transmogrification of arcane yew wand of clairvoyance [power 11] (6 cooldown).
You gain 0.13 gold from the transmogrification of mindwoven cashmere robe of frost (+18%) (2 def, 0 armour).
You gain 0.27 gold from the transmogrification of shocking dwarven-steel shield of resilience (8 def, 2 armour, 79 block).
You gain 1.05 gold from the transmogrification of Zanugen the Blindclamor (23/23, 31-37.2 power, 3 apr).
You gain 0.08 gold from the transmogrification of quiver of yew arrows of accuracy (18/18, 31.5-44.1 power, 10 apr).
You gain 1.96 gold from the transmogrification of Lightningravage the cured leather sling.
You gain 0.56 gold from the transmogrification of inquisitor's dwarven-steel dagger of crippling (17-22.1 power, 7 apr).
You gain 0.35 gold from the transmogrification of truestriking dwarven-steel waraxe (20.5-28.7 power, 4 apr).
You gain 0.33 gold from the transmogrification of blazebringer's dwarven-steel waraxe (19.5-27.3 power, 4 apr).
You gain 2.17 gold from the transmogrification of steel greatsword 'Dazzlewrither' (21-33.6 power, 2 apr).
You gain 0.83 gold from the transmogrification of greater yew magestaff of warding (20-24 power, 4 apr, arcane element).
You gain 0.15 gold from the transmogrification of wild infusion of the warrior (resist 33%; cure physical).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Ahorron deactivates Chaos Orbs.