










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Better Item Description 1.7.2This 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Nightmare Roguelike |
Sex | Female |
Race | Higher |
Class | Corruptor |
Level / Exp | 12 / 37% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 12 on the 59th Haze 122nd year of Ascendancy at 15:03 / 1 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 25 (base 25) |
Magic | 49 (base 37) |
Willpower | 26 (base 13) |
Cunning | 22 (base 10) |
Resources
Life | -60/354 |
Vim | 16/221 |
Healing Factor | 1.2445178243369 |
Regeneration | 5.2892007534318 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 2 |
Offense: Mainhand
Damage | 18 |
Accuracy | 12 |
Crit Chance | 8% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Blight | +10% |
Nature | +5% |
Mind | +5% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
Defense: Base
Armour (hardiness) | 20 (30%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 9 |
Physical Save | 23 |
Spell Save | 27 |
Mental Save | 23 |
Defense: Resistances
Darkness | + 6%( 70%) |
Acid | + 18%( 70%) |
Nature | + 16%( 70%) |
Temporal | + 15%( 70%) |
Cold | + 9%( 70%) |
Fire | + 9%( 70%) |
Mind | + 6%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Pinning Resistance | 41% |
Instadeath Resistance | 100% |
Knockback Resistance | 60% |
Stun Resistance | 21% |
Disarm Resistance | 21% |
Poison Resistance | 20% |
Blind Resistance | 15% |
Inscriptions (3/3)
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 227 damage for 4 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 36 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 478% 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 Willpower stat. |
Class Talents
Corruption / Blood | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Vim | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Sanguisuge | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Curses | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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. | active |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' 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 chunk of ghoul flesh. * You've found the needed red crystal shard. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed green worm. | 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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Cun +2 Wil dps ---------- Mind.crit +5% Melee Ret 2 mind ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +2% Resists +3% mind +6% cold Phys.save +6 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind Melee Ret 12 fire ----- def ----- Resists +6% fire ---------- 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] Master While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue +1% Die.at -20.00 life ---------- misc Stam/turn +1.00 Max.stam +30.00 Infravis +1 A cap made of leather. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature 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. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +21% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Armour +6 Resists +3% darkness Mind.save +3 (+1 eff.) HP.reg +0.60 Heal.mod +12% Knockbk- +20% A belt that goes around your waist. |
In main hand | ![]() 5.0 T1 staff 2H weapon [Ego] Arcane/Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Main armor | ![]() 9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% acid HP.reg +2.40 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Dex +1 Mag +3 Cun ----- def ----- Defense +7 (+3 eff.) Resists +3% nature Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +12% temporal Pinning- +20% Knockbk- +20% Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 557% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +11% fire +10% cold Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +1 Dex +1 Con dps ---------- Phys.crit +5.0% Dmg.mod +9% nature ----- def ----- Armour +6 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+6 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
![]() 5.0 T1 staff 1H weapon [Ego] Arcane/Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+13 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T1 dagger 1H weapon [Rare] Master Power 112% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +12 fire On Hit: * 10% chance to reduce damage dealt by 14% While equipped: dps ---------- Res.pen +15% darkness +10% fire ----- def ----- Resists +9% fire Sharp, short and deadly. |
![]() 9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% lightning A suit of armour made of leather. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% cold 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] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Dmg.mod +3% darkness Res.pen +5% temporal Melee Ret 2 darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 17 ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +6% light Melee Ret 2 light ----- def ----- Armour +3 Fatigue +2% Resists +3% cold +6% light +3% nature ---------- misc Light +3 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 32.40 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% arcane +3% darkness On Hit (Melee): * 10% chance to slow global speed by 42% ----- def ----- Armour +1 Fatigue +1% 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 [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Breathe water A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning +12% acid Res.pen +10% lightning Melee Ret 2 lightning On Hit (Melee): * 10% chance to reduce armor by 30% ----- def ----- Armour +4 Fatigue +5% Resists +6% fire ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: 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 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By NR_HighCorruptor_N5 the Higher Corruptor level 9
18th Haze 122nd year of Ascendancy at 13:54 see stats
By NR_HighCorruptor_N5 the Higher Corruptor level 10
39th Haze 122nd year of Ascendancy at 22:25 see stats
By NR_HighCorruptor_N5 the Higher Corruptor level 9
3rd Summertide 122nd year of Ascendancy at 16:13 see stats
Log
The shield around NR_HighCorruptor_N5 crumbles.
Shadow hits NR_HighCorruptor_N5 for (54 absorbed), 31 lightning (31 total damage).
Weakness Disease from NR_HighCorruptor_N5 hits The Withering Thing for 19 blight damage.
Curse of Death from NR_HighCorruptor_N5 hits The Withering Thing for 16 darkness damage.
NR_HighCorruptor_N5 uses Wrath of the Highborn.
NR_HighCorruptor_N5 radiates power.
NR_HighCorruptor_N5 casts Bone Grab.
The Withering Thing is pinned by a bone spike.
NR_HighCorruptor_N5 hits The Withering Thing for 39 physical damage.
Haunted from The Withering Thing hits NR_HighCorruptor_N5 for 6 mind, 6 darkness (13 total damage).
Shadow casts Blindside.
Shadow casts Fade.
Shadow fades!
Shadow casts Shadow Lightning.
Shadow hits NR_HighCorruptor_N5 for 34 lightning damage.
Melee retaliation hits Shadow for 0 fire, 0 mind (0 total damage).
Shadow hits NR_HighCorruptor_N5 for 47 physical damage.
LIFE LOST WARNING!
Weakness Disease from NR_HighCorruptor_N5 hits The Withering Thing for 22 blight damage.
Curse of Death from NR_HighCorruptor_N5 hits The Withering Thing for 19 darkness damage.
Mouse input temporarily disabled.
NR_HighCorruptor_N5 casts Blood Grasp.
NR_HighCorruptor_N5's Blood Grasp hits Shadow for 0 blight damage.
Talent Virulent Disease is ready to use.
Haunted from The Withering Thing hits NR_HighCorruptor_N5 for 6 mind, 6 darkness (13 total damage).
Shadow casts Shadow Lightning.
Shadow hits NR_HighCorruptor_N5 for 65 lightning damage.
NR_HighCorruptor_N5 the level 12 higher corruptor was zapped to death by a shadow on level 3 of Heart of the Gloom.