










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Doomelf |
Class | Shadowblade |
Level / Exp | 26 / 7% |
Size | medium |
Lifes / Deaths | Killed by corrupted copperhead snake at level 6 on the 79th Pyre 122nd year of Ascendancy at 10:35 0 / 7Killed by war hound at level 14 on the 29th Haze 122nd year of Ascendancy at 06:05 Killed by Aromina the bloated horror at level 20 on the 31st Dusk 123rd year of Ascendancy at 10:30 Killed by Islolaith the fire drake hatchling at level 20 on the 23rd Haze 123rd year of Ascendancy at 21:58 Killed by Rgoorra the onilug at level 24 on the 57th Haze 123rd year of Ascendancy at 13:19 Killed by Isovea the poison ooze at level 25 on the 15th Regrowth 124th year of Ascendancy at 02:30 Killed by Aduma the slimy ooze at level 26 on the 16th Regrowth 124th year of Ascendancy at 03:52 |
Primary Stats
Strength | 19 (base 12) |
Dexterity | 44 (base 35) |
Constitution | 27 (base 16) |
Magic | 30 (base 19) |
Willpower | 30 (base 10) |
Cunning | 75 (base 55) |
Resources
Life | -260/534 |
Mana | 10/250 |
Stamina | 76/225 |
Healing Factor | 1.3386945338483 |
Regeneration | 5.6894517688553 |
Speed
Mental | +3.65157505407% |
Attack | 0% |
Movement | +20% |
Spell | +3.65157505407% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 44.956004335202 |
See Invisible | 46.956004335202 |
Offense: Mainhand
Damage | 54 |
Accuracy | 49 |
Crit Chance | 49% |
APR | 35 |
Speed | 0.87 |
Offense: Offhand
Damage | 37 |
Accuracy | 49 |
Crit Chance | 40% |
APR | 22 |
Speed | 0.96 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 25% |
Speed | 0.96477067471319 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Light | +21% |
Blight | +27% |
Arcane | +5% |
Cold | +35% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Light | +10% |
Mind | +20% |
Darkness | +15% |
Physical | +5% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 31 (71.69962066283%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 23 |
Mental Save | 30 |
Defense: Resistances
Acid | + 21%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 44%( 70%) |
All | + 18%( 70%) |
Lightning | + 26%( 70%) |
Light | + 23%( 70%) |
Temporal | + 22%( 70%) |
Physical | + 22%( 70%) |
Mind | + 28%( 70%) |
Fire | + 30%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Disarm Resistance | 50% |
Stun Resistance | 23% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 25% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 336 damage for 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 108 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 455 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 628% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Phantasm | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 3/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Shadow Feed |
talent | Trained Reactions |
talent | Shadow Combat |
talent | Phantasmal Shield |
detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
beneficial effect | Increases defense by 15. Mobile Defense |
beneficial effect | Parrying melee and ranged attacks: Has a 44% chance to deflect up to 15 damage from the next 2.8 attack(s). Parried attacks cannot crit. Parrying |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
detrimental effect | Huge cut that bleeds, doing 19.70 physical damage per turn. Bleeding |
beneficial effect | The target is out of phase with reality, increasing defense by 13, resist all by 13%, and reducing the duration of detrimental timed effects by 0%. Out of PhaseThese effects cap at 40%. |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 27. Intimidated |
detrimental effect | Damage reduced by 41%. To The Arms |
beneficial effect | The target has 22% chance to evade melee and ranged attacks and gains 10 defense. Evasion |
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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have 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 successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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. | active |
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 the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed honey tree root. * You've found the needed ice ant stinger. 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 sandworm tooth. * You've found the needed red crystal shard. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +6 (+3 eff.) Melee Ret 4 mind ----- def ----- Resists +3% fire +5% arcane +2% physical Die.at -40.00 life HP.reg +2.00 Pinning- +20% ---------- misc Light +3 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. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Crit.mult +5.00% Res.pen +5% physical Acc +25 (+8 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +7% lightning +5% temporal ---------- misc Max.stam +30.00 A cap made of leather. |
On hands | ![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +10 (+5 eff.) Mind.pwr +10 (+5 eff.) Melee+ 7 arcane Dmg.mod +5% arcane +15% light Res.pen +5% light Melee Ret 6 mind 2 light ----- def ----- Armour +2 Resists +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 236 Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Apr +1 ----- def ----- Resists +2% physical Mind.save +4 (+2 eff.) Die.at -80.00 life ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Res.pen +5% acid +10% fire Melee Ret 4 fire ----- def ----- Fatigue -4% Resists +3% acid HP.reg +2.00 Blind- +25% Stun/Frz- +23% ---------- misc Max.enc +20 Infravis +4 See.Stealth +5 See.Invis +7 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +1 Con dps ---------- Phys.crit +2.0% ----- def ----- Defense +10 (+2 eff.) Resists +3% lightning +11% fire +11% cold Die.at -80.00 life Amulets make your neck look great! |
In main hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Armour +12 Defense +7 (+2 eff.) Resists +12% mind Phys.save +12 (+6 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Heal.mod +20% Silence- +20% A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Rare] Arcane Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +27% blight Res.pen +20% mind ---------- misc Vim/s.crit +2.00 Hate/m.crit +3.00 Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +3 Mag +3 Wil +2 Con dps ---------- Phys.crit +2.0% Spell.crit +5% Phys.pwr +2 (+1 eff.) Dmg.mod +6% light Res.pen +5% light +15% darkness ----- def ----- Defense +2 (+0 eff.) Fatigue -4% Resists +6% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +10% lightning Stun/Frz- +26% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +15% cold +22% fire Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +8 (+4 eff.) Acc +12 (+4 eff.) Apr +7 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+7 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+8 eff.) ---------- misc Talents +1 Command Staff Cure up to 4 diseases or poisons (based on Magic). Uses 9 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +4 Dex dps ---------- Spell.crit +14% Crit.mult +13.00% Spell.pwr +9 (+4 eff.) Dmg.mod +9% cold +20% arcane +9% darkness Res.pen +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% cold ----- def ----- Armour +4 Hardiness +2% Phys.save +4 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Master Power 38.5 - 57.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +10 (+2 eff.) Disarm- +33% Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Normal] Power 41.5 - 62.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Arcane Power 39.0 - 58.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 38 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +16% fire Res.pen +16% fire Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane Power 32.5 - 52.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed swords. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Melee Ret 2 physical On Hit (Melee): * 20% chance to reduce damage dealt by 15% * 20% chance to reduce armor by 23% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Random Unique] Arcane/Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +4.5% Atk.spd 100% Phasing +13% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage On Crit: * Wound the target dealing 89 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +7 (+4 eff.) ----- def ----- Armour +4 Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane/Master Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage On Crit: * Wound the target dealing 89 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+4 eff.) One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 89 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+4 eff.) One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane/Nature Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +5 light Against +16% Undead On Crit.r2 +12 lightning +11 cold While equipped: dps ---------- Mov.spd +27% Res.pen +10% lightning +8% cold One-handed war axes. |
![]() 1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 15.0 - 19.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Rare] Psionic Power 12.0 - 15.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Phasing +30% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Mag +5 Wil +1 Con dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +6% temporal ----- def ----- Crit.chn- 5.00% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Rare] Master Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to reduce armor by 23% While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +12% acid +6% darkness +9% mind Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 17.5 - 22.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Master Power 14.5 - 18.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Arcane Power 15.0 - 19.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 38 acid damage (1/turn) While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.pwr +7 (+3 eff.) Dmg.mod +11% acid Res.pen +5% acid Sharp, short and deadly. |
![]() 4.0 T2 sling 1H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +4 Str +7 Dex +6 Mag +4 Wil +5 Cun +7 Con dps ---------- Dmg.mod +9% light ----- def ----- Defense +15 (+4 eff.) Resists +6% fire +3% light +6% cold Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +2 Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +8% acid +8% fire +7% cold +6% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Psionic While equipped: dps ---------- Dmg.mod +10% mind ----- def ----- Resists +10% mind +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +8% blight +10% mind +11% darkness +9% all Phys.save +12 (+6 eff.) Spell.save +11 (+6 eff.) Mind.save +21 (+10 eff.) Max.HP +40.00 HP.reg +1.90 Heal.mod +10% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 9.0 T1 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +6% physical Phys.save +11 (+6 eff.) Max.HP +30.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+4 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 22 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 21.14 to 63.43 lightning damage (42.29 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T3 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +12% nature +12% blight A suit of armour made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +6% physical Phys.save +11 (+6 eff.) A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Armour +4 Resists +3% darkness Crit.chn- 5.00% Phys.save +3 (+2 eff.) HP.reg +0.80 Heal.mod +11% Pinning- +20% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Armour +7 Defense +1 (+0 eff.) Resists +3% temporal +1% physical +11% cold Crit.chn- 15.00% Cut- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light Melee Ret 6 mind ----- def ----- Armour +1 Resists +6% lightning +6% temporal +6% fire Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.08 Max.psi +30.00 A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +15% light Res.pen +15% acid ----- def ----- Armour +4 Fatigue +3% Resists +6% acid ---------- misc Stam/turn +0.60 Max.stam +21.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% acid Acc +13 (+4 eff.) ----- def ----- Armour +2 Resists +15% blight +3% light Phys.save +6 (+3 eff.) Max.HP +40.00 Blind- +20% Poison- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +6 Fatigue +3% Mind.save +5 (+2 eff.) Max.HP +43.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 15.70 to 47.10 lightning damage (31.40 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature Melee Ret 10 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Defense +2 (+0 eff.) Resists +18% nature +20% light A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Dex +6 Mag ----- def ----- Armour +3 Fatigue +3% Resists +6% darkness +7% cold Disease- +20% Cut- +20% ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +8% cold +10% fire A cap made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 22 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 39.14 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 39.14 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. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Resists +3% lightning Spell.save +3 (+2 eff.) Max.HP +123.00 Heal.mod +5% Pinning- +20% ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 14 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 132 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By 600 dmg and a dream please the Doomelf Shadowblade level 10
69th Dusk 122nd year of Ascendancy at 09:37 see stats
By 600 dmg and a dream please the Doomelf Shadowblade level 22
51st Haze 123rd year of Ascendancy at 21:28 see stats
By 600 dmg and a dream please the Doomelf Shadowblade level 6
79th Pyre 122nd year of Ascendancy at 00:17 see stats
By 600 dmg and a dream please the Doomelf Shadowblade level 10
6th Mirth 122nd year of Ascendancy at 21:53 see stats
By 600 dmg and a dream please the Doomelf Shadowblade level 20
29th Dusk 123rd year of Ascendancy at 03:31 see stats
By 600 dmg and a dream please the Doomelf Shadowblade level 25
61st Haze 123rd year of Ascendancy at 21:09 see stats
By 600 dmg and a dream please the Doomelf Shadowblade level 14
29th Haze 122nd year of Ascendancy at 06:04 see stats
By 600 dmg and a dream please the Doomelf Shadowblade level 6
1st Mirth 122nd year of Ascendancy at 16:44 see stats
By 600 dmg and a dream please the Doomelf Shadowblade level 10
42nd Dusk 122nd year of Ascendancy at 01:56 see stats
By 600 dmg and a dream please the Doomelf Shadowblade level 23
54th Haze 123rd year of Ascendancy at 21:07 see stats
By 600 dmg and a dream please the Doomelf Shadowblade level 16
45th Haze 122nd year of Ascendancy at 05:28 see stats
Log
Aduma the slimy ooze uses Explosive Steam Engine.
You notice a trap (Aduma the slimy ooze's critical steam engine)!
The shattering blow creates a shockwave!
Melee retaliation hits Mayidherin the gigantic gravity worm for 1 light, 1 fire, 2 mind (5 total damage).
Mayidherin the gigantic gravity worm's Beyond the Flesh hits Aduma the slimy ooze for 90 physical damage.
Mayidherin the gigantic gravity worm's Beyond the Flesh hits 600 dmg and a dream please for (125 absorbed), 0 physical, (24 absorbed), 0 physical (0 total damage).
Mayidherin the gigantic gravity worm deactivates Kinetic Aura.
Mayidherin the gigantic gravity worm's mind surges with critical power!
600 dmg and a dream please reacts to damage from Mayidherin the gigantic gravity worm, mitigating the blow!.
Your shield crumbles under the damage!
The shield around 600 dmg and a dream please crumbles.
600 dmg and a dream please is knocked back!
Mayidherin the gigantic gravity worm hits 600 dmg and a dream please for (35 reacted , -2 stam), (140 absorbed), 59 physical (60 total damage).
600 dmg and a dream please uses Lunge.
600 dmg and a dream please casts Pitiless.
600 dmg and a dream please casts Haste of the Doomed.
600 dmg and a dream please is out of phase.
600 dmg and a dream please performs a melee critical strike against Aduma the slimy ooze!
Aduma the slimy ooze's fighting ability is impaired!
600 dmg and a dream please performs a melee critical strike against Aduma the slimy ooze!
Aduma the slimy ooze is covered in acid!
600 dmg and a dream please hits Aduma the slimy ooze for 59 physical, 0 arcane, 0 darkness, 46 physical, 0 arcane, 0 darkness (106 total damage).
600 dmg and a dream please seems more focused.
Talent Stealth is ready to use.
Bleeding from Aduma the slimy ooze hits 600 dmg and a dream please for 19 physical damage.
Acid Splash from 600 dmg and a dream please hits Aduma the slimy ooze for 0 acid damage.
600 dmg and a dream please hits Aduma the slimy ooze for 40 physical, 0 arcane, 0 darkness, 25 physical, 0 arcane, 0 darkness (66 total damage).
Aduma the slimy ooze uses Slime Spit.