Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Crystalist 1.5.5 Commando class 1.5.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Additional Randart Properties 1.5.5 Shorter ToME4 Dungeons 1.2.5This add-on significantly shortens all plot-related dungeons: - Dreadfell is now 5 levels. This will make the game harder, due to less experience and loot. The loot from these dungeons was improved to compensate (i.e. lower tier items no longer generate). Recommended only for experienced players looking for a challenge or a faster game. 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:
Constitution Viability Buff Addon 1.4.6Constitution now grants: EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Daze Tweak 1.5.5This addon will add a low-end threshold to damage values which will break the Daze effect equal to 5 + actor-level/2. This should prevent minor sources of damage from disrupting the effect, with the intent of improving the effectiveness of the status. Credit to ghostbuster for the idea and suggesting the scaling for the threshold. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Stunt's Tweaks 1.3.1Small tweaks and changes. Current changes: Talents Work With Any Weapon 1.5.5Berserker punching orcs to death? Temporal Warden using guns? Why is this Sawbutcher using Mindstars? This mod removes some restrictions to let almost every talent work with almost any weapon. This mod is currently under development, so beware of potential problems and please report any bugs or errors here or preferably in the discussion thread. Suggestions are also welcome. More details and technical info can be found in the thread. Tinker Tinkering 1.3.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
AEther Operators 1.2.3Experiment addon based on Tourist example mod an Glutton Mod: Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: 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. Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Demon Seeds Plus 1.5.0Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Inferno Race Pack 1.4.0Adds a collection of my races. Anguished 1.4.8Adds the Anguished Class with 7 new talent trees and a new elf race; the Soulless. More info on the forums. Also, the file size is really large because Zerru gave me icons that were 512x512. And I'm too lazy to scale them down. astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Alternate Talent Requirements 1.5.0Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: 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:
Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 Square Field of Vision - Revised 1.0.6Makes field of vision and AoE square. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. QuickTome: Resource Tweaks 1.3.1 Harbinger 1.5.5 Half-Cost Category Mastery 1.3.1 Bone Shield Tweak 1.5.5This addon modifies Bone Shield to add a low damage threshold which will prevent charges from being expended on minor damage. Inventory Sort Order 1.1.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Better Item Description 1.5.5This 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 Hybrid Class Pack 1.4.6Adds a number of hybridized classes. Currently only remixes existing classes and talents. Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Bull |
Class | Minotaur |
Level / Exp | 19 / 81% |
Size | big |
Lifes / Deaths | Killed by gladiator at level 12 on the 76th Pyre 122nd year of Ascendancy at 08:35 3 / 2Killed by ultimate gwelgoroth at level 18 on the 3rd Mirth 122nd year of Ascendancy at 13:59 |
Primary Stats
Strength | 64 (base 47) |
Dexterity | 16 (base 10) |
Constitution | 24 (base 13) |
Magic | 14 (base 10) |
Willpower | 23 (base 17) |
Cunning | 43 (base 28) |
Resources
Life | 1009/1009 |
Fury | 68/68 |
Stamina | 200/200 |
Equilibrium | 35 |
Healing Factor | 1.29 |
Regeneration | 6.9015 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 4 |
See Stealth | 10 |
See Invisible | 10 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 109 |
Accuracy | 38 |
Crit Chance | 13% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Blight | +6% |
Arcane | +3% |
Cold | +4% |
Physical | +3% |
Offense: Damage Penetration
Darkness | +5% |
Mind | +10% |
Lightning | +9% |
Physical | +3% |
Fire | +10% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 38.165311168786 (100%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 11 |
Physical Save | 35 |
Spell Save | 23 |
Mental Save | 35 |
Defense: Resistances
Acid | + 8%( 70%) |
Blight | + 27%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 23%( 70%) |
All | + 2%( 70%) |
Lightning | + 13%( 70%) |
Temporal | + 14%( 70%) |
Physical | + 5%( 70%) |
Darkness | + 27%( 70%) |
Fire | + 23%( 70%) |
Nature | + 11%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 15% |
Poison Resistance | 5% |
Bleed Resistance | 15% |
Inscriptions (0/0)
Class Talents
Wild-heart / Severance | 1.10 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Raging Beast | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Brute Force | 1.10 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Wild-child / Metal Rending | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-heart / Seismancy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Ego / Bull | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Wild-child / Sapient Ones | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Stone Flesh | 1.10 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-heart / Hoarding Beast | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-child / Wealth | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Abs of Steel |
talent | Heat Up |
talent | Weapon Grip |
talent | Unravel Metal |
talent | Swordbreaker |
beneficial effect | You have Islytira the mossy mindstar in your mouth: ClaspingT1 mindstar 1H weapon [Random Unique] Nature/Psionic This honing mindstar will focus other psionic mindstars. Power 75% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Mind Mastery Weapons Mastery Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Against +9% Undead On Hit: 5% Bone Nova 1 While equipped: Stats +2 Mag +2 Wil +3 Cun dps ---------- Mind.crit +1% Mind.pwr +6 (+2 eff.) Dmg.mod +3% acid +3% physical +6% blight Res.pen +3% physical Melee Ret 8 blight ----- def ----- Resists +6% blight +3% physical +11% darkness +6% nature ---------- misc Stam/ret +0.80 Equi/ret +0.70 Max.psi +20.00 Telepathy Humanoid/Orc |
Quests
You failed to protect the lost sun paladin from death by Clunk. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 11% of the way to your next Rank. You have killed: 9 Uniques 5 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You told The Summoner about the Trolls. He explained that is where adventurers usually start their careers, yet you remember nothing about that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You told The Summoner about Derth. He was pleased that your presence was accepted so graciously. | done |
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past the Thaloren forest. * You must explore the Old Forest and quell the Treant's restlessness. * You must explore the Maze and challenge the Minotaur within. * You must explore the Sandworm Lair and commune with the Queen. * You must explore the Daikara and meet the Dragon at the summit. | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: Dignity LostWith that said, you have become a Minotaur. What could this possibly mean...? *** Honour You feel ashamed and, somehow, need to free up this guilt... Time for some mercenary work! - You rescued Derth from a horrible lightning storm... Sorta. *** Bodyguard Someone out there ALWAYS needs protecting-- It's only a matter of finding out who... - On Floor 1 of Ruins of Kor'Pul, you found the lost tinker. * With your aid, the lost tinker reached the portal! - On Floor 2 of Ruins of Kor'Pul, you found the lost sun paladin. * Unfortunately, the lost sun paladin did not make it to the portal... | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 | active |
You are in the body of a wilder's summon! To he who calls- The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
Equipment
On hands | rough leather gloves 'Flameglean' (0 def, 1 armour) rough leather gloves 'Flameglean' (0 def, 1 armour)1.0 T1 hands armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +13 (+4 eff.) Melee+ 4 mind 6 cold Dmg.mod +4% cold Res.pen +10% mind Acc +5 (+2 eff.) Apr +6 Melee Ret 4 mind ----- def ----- Armour +1 Resists +6% blight +6% cold +15% fire Spell.save +10 (+5 eff.) Unarmed combat: Power 101% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 100% On Hit.r1 +8 fire On Crit.r2 +6 ice On Hit: 10% Ice Breath 2 On Hit: * Slows global speed by 12% * 12% chance to corrode armour by 30% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | rough leather cap 'Bloomtyphoon' (0 def, 1 armour) rough leather cap 'Bloomtyphoon' (0 def, 1 armour)2.0 T1 head armor [Random Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Cun dps ---------- Res.pen +15% nature Apr +5 On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +12% temporal +3% darkness +5% blight Mind.save +6 (+3 eff.) Cut- +15% Stun/Frz- +5% A cap made of leather. |
Tail slot | iron pickaxe 'Jettide' (dig speed 29 turns) iron pickaxe 'Jettide' (dig speed 29 turns)3.0 T1 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Melee+ 4 darkness Dmg.mod +3% arcane Res.pen +5% darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Fatigue -5% Resists +12% darkness +9% arcane Affinity +15% darkness ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tool | 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. |
In mouth | Islytira the mossy mindstar (75% power, 12 apr, mind damage) Islytira the mossy mindstar (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Random Unique] Nature/Psionic This honing mindstar will focus other psionic mindstars. Power 75% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Mind Mastery Weapons Mastery Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Against +9% Undead On Hit: 5% Bone Nova 1 While equipped: Stats +2 Mag +2 Wil +3 Cun dps ---------- Mind.crit +1% Mind.pwr +6 (+2 eff.) Dmg.mod +3% acid +3% physical +6% blight Res.pen +3% physical Melee Ret 8 blight ----- def ----- Resists +6% blight +3% physical +11% darkness +6% nature ---------- misc Stam/ret +0.80 Equi/ret +0.70 Max.psi +20.00 Telepathy Humanoid/Orc Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | blurring rough leather belt of life blurring rough leather belt of life1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +8 (+4 eff.) Stealth +5 HP.reg +0.70 Heal.mod +10% A belt that goes around your waist. |
Main armor | iron plate armour 'Eradoran' (3 def, 12 armour) iron plate armour 'Eradoran' (3 def, 12 armour)17.0 T1 massive armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Con dps ---------- Melee+ 12 blight ----- def ----- Armour +12 Hardiness +5% Defense +3 (+1 eff.) Fatigue +15% Resists +6% arcane +6% cold Phys.save +7 (+3 eff.) Mind.save +3 (+2 eff.) Max.HP +92.00 HP.reg +1.50 Heal.mod +12% Poison- +5% Stun/Frz- +10% A suit of armour made of metal plates. |
In main hand | Nayagund the iron greatsword (146% power, 1 apr) Nayagund the iron greatsword (146% power, 1 apr)3.0 T1 greatsword 2H weapon [Random Unique] Nature/Master Power 146% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% On Crit.r2 +8 mind On Hit: 5% Venomous Breath 1 On Hit: * 16% chance to daze at end of turn While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Res.pen +9% lightning ----- def ----- Mind.save +6 (+3 eff.) Heal/summ +30 ---------- misc Psi/ret +0.04 Massive two-handed swords. |
Light source | brass lantern 'Tuledur' brass lantern 'Tuledur'2.0 T1 lite [Random Unique] Master While equipped: dps ---------- S.pwr/crit +2 Dmg.mod +3% acid ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +8 On Spell Hit: 5% Earthen Missiles 1 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. |
Cloak | Furnaceking (8 def, 0 armour) Furnaceking (8 def, 0 armour)2.0 T1 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Con dps ---------- Melee+ 12 fire Res.pen +10% fire Melee Ret 8 fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +8 (+4 eff.) Resists +6% acid +6% fire +9% blight +9% cold +3% nature +6% lightning Phys.save +12 (+5 eff.) Spell.save +3 (+1 eff.) Max.HP +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
healing infusion (heal 27) healing infusion (heal 27)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 27 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 60 over 5 turns) regeneration infusion (heal 60 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 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 60 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
elm magestaff of dawn (100% power, 2 apr, arcane element) elm magestaff of dawn (100% power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Weapons Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Cun dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% arcane ---------- misc Max.P.En +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm starstaff (107% power, 2 apr, light element) potent elm starstaff (107% power, 2 apr, light element)5.0 T1 staff 2H weapon [Ego] Arcane Power 107% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Weapons Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +5 (+2 eff.) Dmg.mod +13% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Flashwild (111% power, 3 apr, fire element) Flashwild (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Random Unique] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Weapons Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 fire On Hit.r1 +4 fire While equipped: dps ---------- Spell.crit +2% Crit.mult +46.00% Spell.pwr +21 (+6 eff.) S.pwr/crit +7 Melee+ 47 fire Dmg.mod +6% darkness +24% fire Res.pen +20% darkness ----- def ----- Resists +6% fire ---------- misc See.Invis +15 Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 42.32 to 50.78 fire damage Puts all charms on 7 cooldown Staves designed for wielders of magic, by the greats of the art. |
Ragyblek the iron battleaxe (138% power, 3 apr) Ragyblek the iron battleaxe (138% power, 3 apr)3.0 T1 battleaxe 2H weapon [Random Unique] Master Power 139% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.5% Atk.spd 100% On Hit.r1 +8 temporal While equipped: dps ---------- Dmg.mod +3% physical Acc +16 (+5 eff.) ----- def ----- Armour +2 Defense +9 (+4 eff.) Resists +2% physical Disarm- +35% Massive two-handed battleaxes. |
arcing iron battleaxe of massacre (124% power, 1 apr) arcing iron battleaxe of massacre (124% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane/Master Power 124% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed battleaxes. |
iron battleaxe (114% power, 1 apr) iron battleaxe (114% power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 114% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
Bill's Tree Trunk (136% power, 7 apr) Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Swampraven the iron greatmaul (129% power, 1 apr) Swampraven the iron greatmaul (129% power, 1 apr)5.0 T1 greatmaul 2H weapon [Random Unique] Master/Psionic Power 129% Range: 1.5x Uses 120% Str Dmg Blight Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +12 blight On Crit.r2 +4 blight On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Melee+ 4 blight Melee Ret 12 blight ----- def ----- Resists +6% blight Massive two-handed mauls. |
iron greatsword 'Flashmight' (110% power, 1 apr) iron greatsword 'Flashmight' (110% power, 1 apr)3.0 T1 greatsword 2H weapon [Random Unique] Nature/Disrupt/Master Power 110% Range: 1.6x Uses 120% Str Dmg Fire Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% On Crit.r2 +12 ice On Hit: * 40% chance to blind On Crit: * wounds the target for 7 turns: 17 bleeding, 62% reduced healing While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +9 (+3 eff.) Dmg.mod +3% light Res.pen +10% cold Melee Ret 12 light On Hit (Melee): * 15% chance to blind ----- def ----- Armour +9 Resists +12% acid +9% light +15% fire +12% cold +13% lightning Spell.save +10 (+5 eff.) ---------- misc Light +1 Massive two-handed swords. |
iron greatsword of projection (113% power, 1 apr) iron greatsword of projection (113% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego+] Psionic Power 113% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Massive two-handed swords. |
steel greatsword 'Dawnstone' (140% power, 2 apr) steel greatsword 'Dawnstone' (140% power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Master/Psionic Power 141% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +8 light On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +3 Str +3 Mag +3 Wil ---------- misc Max.P.En +5.00 Max.N.En +5.00 Infravis +2 Massive two-handed swords. |
iron dagger (100% power, 5 apr) iron dagger (100% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 100% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Mastery Weapons Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
Godor (85% power, 18 apr, nature damage) Godor (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 85% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Nature Mastery Weapons Mastery Acc uses Wil Apr +18 Crit +8.0% Atk.spd 100% Melee+ +9 bleed On Hit: * Slows global speed by 9% * 10% chance to corrode armour by 30% On Crit: * wounds the target While equipped: dps ---------- Phys.crit +7.0% Mind.crit +10% Mind.pwr +4 (+1 eff.) Dmg.mod +8% physical +5% mind +4% darkness Melee Ret 5 mind 4 darkness ----- def ----- Hardiness +10% Resists +3% arcane Spell.save +9 (+4 eff.) Mind.save +3 (+2 eff.) Stun/Frz- +5% ---------- misc Infravis +1 Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
iron ritual blade of power (97% power, 5 apr) iron ritual blade of power (97% power, 5 apr)1.0 T1 ritual blade 1H weapon [Ego] Arcane Power 97% Range: 1.3x Uses 45% Mag, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +5 Crit +2.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +4 (+2 eff.) Sharp, short and deadly. |
iron shield (4 def, 2 armour, 21 block) iron shield (4 def, 2 armour, 21 block)7.0 T1 shield armor [Normal] While equipped: ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
linen robe of light (+16%) (0 def, 0 armour) linen robe of light (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +16% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe (0 def, 0 armour) mindwoven linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Mind.save +16 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Embodiment of Mar'ruk's Hate (3 def, 1 armour) Embodiment of Mar'ruk's Hate (3 def, 1 armour)9.0 T1 light armor [Unique] Psionic While equipped: dps ---------- Melee Ret 10 mind ----- def ----- Armour +1 Defense +3 (+1 eff.) Resists +10% mind Mind.save +5 (+3 eff.) On Mind Hit: 20% Kill 1 On the edge of death, Mar'Ruk decided to store all of his hate and power into an object. Unfortunately, the closest object on hand was a piece of armor and not a very strong one at that. Occasionally the armor will lash out at its attackers, but usually it just radiates hate. |
rough leather armour of lightning resistance (1 def, 2 armour) rough leather armour of lightning resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +16% lightning A suit of armour made of leather. |
iron plate armour 'Arcpall' (3 def, 7 armour) iron plate armour 'Arcpall' (3 def, 7 armour)17.0 T1 massive armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Con dps ---------- Melee+ 8 temporal Melee Ret 16 temporal On Hit (Melee): * 15% chance to daze at end of turn * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +6% lightning Anom.red +5 Max.HP +88.00 HP.reg +1.20 Heal.mod +13% A suit of armour made of metal plates. |
linen cloak of the Shaloren (1 def, 0 armour) linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of rough leather boots of uncanny dodging (2 def, 1 armour) insulating pair of rough leather boots of uncanny dodging (2 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +2 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Resists +6% fire +5% cold A pair of boots made of leather. |
traveler's pair of iron boots of uncanny dodging (3 def, 3 armour) traveler's pair of iron boots of uncanny dodging (3 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue -2% Phys.save +5 (+2 eff.) ---------- misc Max.enc +24 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
sand rough leather gloves of strength (+2) (0 def, 6 armour) sand rough leather gloves of strength (+2) (0 def, 6 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +6 Unarmed combat: Power 105% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% On Hit.r1 +7 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Nerirathra' (0 def, 1 armour) iron gauntlets 'Nerirathra' (0 def, 1 armour)1.5 T1 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +6 Mag +3 Wil +6 Con dps ---------- Melee+ 5 acid 4 fire 4 cold 4 lightning Acc +12 (+4 eff.) ----- def ----- Armour +1 Fatigue -4% Crit.dmg- 10.00% Phys.save +10 (+5 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Disarm- +24% ---------- misc Telepathy Demon/Minor Demon/Major Unarmed combat: Power 106% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Acc +6 Apr +3 Crit +8.0% Atk.spd 83% Melee+ +6 ice +7 physical +6 fire +7 acid +6 lightning On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 25 cooldown Level 1.6 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 19% and provides a 10% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
steady iron gauntlets (0 def, 1 armour) steady iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +5 (+3 eff.) Disarm- +20% Unarmed combat: Power 102% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.1% dam / acc Acc +7 Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Perfect Control 1 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap of constitution (+3) (0 def, 1 armour) rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
verdite verdite0.0 T1 green gem [Normal] While equipped: Dmg.mod +2% all Defense +10 (+5 eff.) Item imbue powers: Dmg.mod +2% all Defense +10 (+5 eff.) Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.0 T1 red gem [Normal] While equipped: Phys.spd +2% Spell.spd +2% Mind.spd +2% Item imbue powers: Phys.spd +2% Spell.spd +2% Mind.spd +2% Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
2 tiny geode 2 tiny geode0.0 T1 stone gem [Normal] While equipped: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Latent Damage Type: Physical Secondary Damage Type: Gravity Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.0 T1 violet gem [Normal] While equipped: Crit.mult +2.00% Res.pen +2% all Item imbue powers: Crit.mult +2.00% Res.pen +2% all Latent Damage Type: Arcane Secondary Damage Type: Arcane + silence for 5 turns Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.0 T1 white gem [Normal] While equipped: Armour +5 Resists +1% all Item imbue powers: Armour +5 Resists +1% all Latent Damage Type: Cold Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
psionic iron torque of charged psionic shield [power 25] (17 cooldown) psionic iron torque of charged psionic shield [power 25] (17 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 25 for 7 turns Puts all charms on 17 cooldown 100% to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Clunk the Bull Minotaur level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
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Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (rattlesnake)).
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Clunk hits Rattlesnake for 126 physical damage.
Clunk killed Rattlesnake!
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 25 turns (stop reason: interesting terrain).
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
White worm mass uses Multiply.
Ran for 5 turns (stop reason: hostile spotted to the west (white worm mass)).
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Clunk deactivates Weapon Grip.
Clunk deactivates Swordbreaker.
Clunk deactivates Unravel Metal.
Clunk deactivates Heat Up.
Clunk deactivates Abs of Steel.