













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Notes to Self 1.7.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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:
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:
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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry UI Pack: Plumpkins! 1.6.0Cosmetic pack! 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 Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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 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 Roguelike |
Sex | Male |
Race | Cornac |
Class | Wanderer |
Level / Exp | 22 / 80% |
Size | medium |
Lifes / Deaths | Killed by Ivurinn the sandworm destroyer at level 22 on the 33rd Haze 122nd year of Ascendancy at 07:08 / 1 |
Primary Stats
Strength | 24 (base 18) |
Dexterity | 27 (base 20) |
Constitution | 24 (base 12) |
Magic | 60 (base 47) |
Willpower | 43 (base 12) |
Cunning | 30 (base 14) |
Resources
Mana | 225/391 |
Psi | 99/133 |
Insanity | 96/100 |
Life | -93/821 |
Paradox | 300 |
Stamina | 237/260 |
Soul | 12/12 |
Healing Factor | 1.3672674059367 |
Regeneration | 26.183170823688 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 3 |
See Invisible | 2 |
Offense: Mainhand
Damage | 49 |
Accuracy | 44 |
Crit Chance | 10% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Acid | +13% |
Darkness | +30% |
Blight | +10% |
Arcane | +6% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Lightning | +40% |
Defense: Base
Armour (hardiness) | 22 (35.65183292883%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 16 |
Spell Save | 36 |
Mental Save | 28 |
Defense: Resistances
Acid | + 40%( 70%) |
Blight | + 16%( 70%) |
Arcane | + 15%( 70%) |
Mind | + 14%( 70%) |
All | + 6%( 70%) |
Lightning | + 25%( 70%) |
Light | + 12%( 70%) |
Temporal | + 17%( 70%) |
Darkness | + 27%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Silence Resistance | 23% |
Confusion Resistance | 24% |
Stun Resistance | 51% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 264 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 62 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 528 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 642% 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 Dexterity stat. |
Class Talents
Spell / Animus | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Corruption / Torture | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Threaded Combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Technique / Bloodthirst | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Projection | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic 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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed honey tree root. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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.' * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed sandworm tooth. | 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
Psionic focus | ![]() 5.0 T3 staff 1H weapon [Ego++] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical 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 +24 (+6 eff.) Dmg.mod +20% darkness Phasing +11% ----- def ----- Defense +12 (+4 eff.) Shield.pwr +8% ---------- misc Mana/turn +0.30 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 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 T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Wil dps ---------- Dmg.mod +6% lightning Res.pen +20% lightning Melee Ret 6 darkness ----- def ----- Armour +5 Fatigue +5% Resists +17% lightning +12% temporal +3% darkness +11% blight +9% nature Spell.save +5 (+2 eff.) Mind.save +12 (+6 eff.) Max.HP +109.00 Heal.mod +14% A cap made of leather. |
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% acid Melee Ret 4 mind 8 lightning ----- def ----- Armour +3 Fatigue +2% Resists +3% lightning +9% mind +6% acid Silence- +23% Confus- +24% Stun/Frz- +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 48% * 20% chance to reduce armor by 38% ----- def ----- Resists +30% acid Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +6 Str +1 Mag +1 Cun +6 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Resists +6% light Crit.chn- 5.00% Spell.save +11 (+5 eff.) HP.reg +4.00 Stun/Frz- +26% ---------- misc Max.stam +14.00 Infravis +1 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Max.HP +52.00 HP.reg +6.00 Heal.mod +11% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +2 Wil +3 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% Resists +6% nature HP.reg +2.00 ---------- misc Stam/turn +0.50 Light +3 Infravis +1 Amulets make your neck look great! |
In main hand | ![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.3 Pwr.cost 6 out of 2/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 168.75 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (338). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +3 Dex +7 Mag +9 Wil +2 Cun dps ---------- Crit.mult +10.00% Phys.pwr +10 (+3 eff.) Spell.pwr +10 (+2 eff.) Melee+ 14 arcane Dmg.mod +6% arcane Acc +5 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% darkness +10% arcane ---------- misc Infravis +1 Unarmed combat: Power 120% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +13.0% Atk.spd 83% Melee+ +10 darkness +16 arcane On Hit: 20% Manathrust 6 On Crit: 10% Dominate 3 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +20% lightning Melee Ret 2 temporal ----- def ----- Defense +1 (+0 eff.) Resists +12% darkness Max.HP +32.00 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 T5 light armor [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Max.HP +39.00 HP.reg +3.90 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
Inventory
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 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 instantly heal yourself for 156 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 88 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 66 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% fire +13% cold Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +13% light +15% darkness Blind- +26% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +1 Mag +2 Wil +2 Cun dps ---------- Apr +4 Melee Ret 2 lightning ----- def ----- Defense +4 (+1 eff.) ---------- misc See.Invis +3 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Fatigue -4% Resists +22% lightning ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Mind.pwr +30 (+12 eff.) Dmg.mod +6% lightning ----- def ----- Max.HP +25.00 Disarm- +24% Pinning- +20% Knockbk- +26% ---------- misc Max.hate +2.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Cun dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +9 (+2 eff.) Mind.pwr +6 (+3 eff.) Melee+ 8 physical Ranged+ 10 physical Dmg.mod +18% nature +3% temporal Melee Ret 2 nature On Hit (Melee): * 11% chance to reduce all saves and defense by 22 On Hit (Ranged): * 10% chance to reduce all saves and defense by 22 ----- def ----- Resists +30% nature ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 5.0 T1 staff 1H weapon [Ego] Nature/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 +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 116.04 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 greatmaul 2H weapon [Ego+] Nature/Disrupt Power 134% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 10% chance to slow global speed by 48% While equipped: Stats +9 Con +10 Wil ----- def ----- Max.HP +26.00 Massive two-handed mauls. |
![]() 3.0 T2 longsword 1H weapon [Rare] Nature Power 116% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +8 Dex +11 Wil +9 Con dps ---------- Res.pen +15% mind ----- def ----- Max.HP +29.00 ---------- misc Hate/m.crit +5.00 Sharp, long, and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Ego+] Master Power 108% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +5% physical Acc +5 (+2 eff.) One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Ego++] Master Power 105% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +7% physical Res.pen +8% physical Acc +7 (+3 eff.) ----- def ----- Disarm- +12% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego] Disrupt Power 116% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Against +13% Unnatural While equipped: Stats +3 Wil Sharp, short and deadly. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Crit.r2 +4 nature While equipped: Stats +8 Str +5 Dex +8 Mag +8 Wil +6 Cun +11 Con dps ---------- Dmg.mod +12% darkness ----- def ----- Defense +5 (+1 eff.) Resists +9% light Spell.save +9 (+4 eff.) Silence- +20% Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 On Crit.r2 +8 light On Hit: * 20% chance to reduce armor by 38% While equipped: Stats +6 Mag +5 Cun +3 Con dps ---------- Dmg.mod +3% light Res.pen +5% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T3 shot ammo [Rare] Master Power 139% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +11 Apr +3 Crit +5.0% Capacity 21 Ranged+ +8 mind +20 lightning On Hit.r1 +8 nature +12 mind On Crit.r2 +8 nature +4 lightning Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Rare] Nature Power 139% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 24 Ranged+ +13 lightning +20 light On Hit.r1 +8 light +20 cold On Crit.r2 +6 lightning +16 light Shots are used with slings to pummel your foes to death. |
![]() 9.0 T1 light armor [Rare] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Res.pen +10% physical +20% fire ----- def ----- Armour +9 Defense +11 (+3 eff.) Fatigue +6% ---------- misc Stam/turn +3.00 Max.stam +20.00 A suit of armour made of leather. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T3 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +10 Str +9 Dex +5 Mag +5 Wil +4 Cun dps ---------- Mov.spd +20% ----- def ----- Armour +6 Defense +16 (+5 eff.) Fatigue +8% Resists +10% physical +13% darkness +6% cold +5% arcane +6% nature Max.HP +30.00 ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Rare] Nature While equipped: dps ---------- Mind.crit +4% Crit.mult +15.00% Mind.pwr +20 (+9 eff.) Melee Ret 4 lightning ----- def ----- Armour +11 Fatigue +22% Mind.save +3 (+2 eff.) HP.reg +3.20 ---------- misc Stam/turn +1.20 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +3 Cun +6 Lck dps ---------- Dmg.mod +6% nature Melee Ret 6 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Resists +3% mind +9% darkness Stealth +6 ---------- misc T.Disarm +5 Infravis +4 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +3% cold Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +6% cold +3% light +3% nature Phys.save +6 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Str +1 Dex +2 Mag +1 Wil dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +12% fire ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Light +2 Size +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +6% cold +3% fire Res.pen +20% fire Melee Ret 2 arcane ----- def ----- Defense +1 (+0 eff.) Resists +3% 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 T3 cloak armor [Random Unique] Master While equipped: Stats +3 Dex +1 Cun +1 Con dps ---------- Crit.mult +5.00% Phys.pwr +10 (+3 eff.) ----- def ----- Armour +8 Defense +9 (+3 eff.) Resists +14% cold Phys.save +6 (+5 eff.) 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] Master While equipped: Stats +3 Dex +4 Mag dps ---------- Mind.crit +1% Crit.mult +15.00% Dmg.mod +6% fire ----- def ----- Armour +1 Defense +3 (+1 eff.) Spell.save +3 (+1 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +2 Wil +3 Cun +3 Con ----- def ----- Armour +3 Phys.save +13 (+8 eff.) Mind.save +16 (+8 eff.) Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +3% mind +6% physical ----- def ----- Armour +3 Fatigue +2% Resists +18% acid +9% cold ---------- misc Equi/ret +0.08 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag +2 Con dps ---------- Mind.crit +2% Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% ---------- misc Psi/ret +0.04 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 [Rare] Master While equipped: Stats +3 Str +5 Dex +1 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Resists +1% physical Crit.chn- 10.00% ---------- misc Max.hate +6.00 Light +2 Unarmed combat: Power 102% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Nature While equipped: Stats +2 Str +6 Dex dps ---------- Melee+ 6 acid Dmg.mod +3% acid ----- def ----- Armour +2 Resists +5% acid ---------- misc Infravis +2 See.Invis +24 Unarmed combat: Power 115% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +7 acid On Hit: 10% Corrosive Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Mag +3 Con dps ---------- Crit.mult +5.00% Phys.pwr +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +6% cold 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 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 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: 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: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning 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 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 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 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature 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 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +1 Mag +6 Wil dps ---------- Dmg.mod +9% lightning ----- def ----- Resists +6% lightning ---------- misc Light +6 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. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 135.89 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 135.89 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. |
Miniature R2D2 Miniature R2D21.0 T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 50 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +12% darkness Res.pen +5% cold On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Resists +3% darkness ---------- misc Infravis +1 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 +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +2 Wil +2 Con dps ---------- Res.pen +25% mind On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +9% lightning ---------- misc Psi/ret +0.08 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
![]() 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 torque charm [Rare] Psionic While equipped: Stats +4 Dex +1 Con dps ---------- Acc +15 (+5 eff.) Apr +2 ----- def ----- Armour +2 Defense +5 (+1 eff.) Resists +3% acid Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind Res.pen +20% darkness Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 18% * 10% chance to reduce all saves and defense by 22 ----- def ----- Resists +3% acid Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Drakh'Rhuk the Cornac Wanderer level 11
10th Flare 122nd year of Ascendancy at 15:41 see stats
By Drakh'Rhuk the Cornac Wanderer level 22
75th Dusk 122nd year of Ascendancy at 06:43 see stats
By Drakh'Rhuk the Cornac Wanderer level 10
3rd Mirth 122nd year of Ascendancy at 10:56 see stats
By Drakh'Rhuk the Cornac Wanderer level 20
72nd Dusk 122nd year of Ascendancy at 01:01 see stats
By Drakh'Rhuk the Cornac Wanderer level 17
59th Dusk 122nd year of Ascendancy at 06:58 see stats
By Drakh'Rhuk the Cornac Wanderer level 14
45th Dusk 122nd year of Ascendancy at 12:29 see stats
By Drakh'Rhuk the Cornac Wanderer level 10
4th Mirth 122nd year of Ascendancy at 04:27 see stats
By Drakh'Rhuk the Cornac Wanderer level 13
18th Dusk 122nd year of Ascendancy at 09:40 see stats
By Drakh'Rhuk the Cornac Wanderer level 18
59th Dusk 122nd year of Ascendancy at 18:53 see stats
Log
Ivurinn the sandworm destroyer misses Drakh'Rhuk.
Your shield crumbles under the damage!
The shield around Drakh'Rhuk crumbles.
Drakh'Rhuk is on fire!
Ivurinn the sandworm destroyer misses Drakh'Rhuk.
Drakh'Rhuk is not stunned anymore.
Drakh'Rhuk's spell attains critical power!
Talent Blunt Thrust is ready to use.
Talent Lash Out is ready to use.
Melee retaliation hits Ivurinn the sandworm destroyer for 4 lightning, 1 temporal, 3 darkness, 2 mind (9 total damage).
Drakh'Rhuk's Beyond the Flesh hits Ivurinn the sandworm destroyer for (18 blocked), 0 physical, (20 blocked), 0 arcane, (10 blocked), 0 physical (0 total damage).
Drakh'Rhuk hits Ivurinn the sandworm destroyer for (7 blocked), 0 fire (0 total damage).
Melee retaliation hits Drakh'Rhuk for 1 lightning, 1 fire (2 total damage).
Ivurinn the sandworm destroyer hits Drakh'Rhuk for (97 absorbed), 0 physical, (11 absorbed), 0 lightning, (6 absorbed), 0 fire, (16 absorbed), 13 fire (13 total damage).
Burning from Ivurinn the sandworm destroyer hits Drakh'Rhuk for 10 fire damage.
Drakh'Rhuk hits Ivurinn the sandworm destroyer for (6 blocked), 0 physical, (23 blocked), 0 arcane, (4 blocked), 0 physical, (4 blocked), 0 fire (0 total damage).
Melee retaliation hits Drakh'Rhuk for 1 lightning, 1 fire (2 total damage).
Burning from Drakh'Rhuk hits Ivurinn the sandworm destroyer for (54 blocked), 0 fire (0 total damage).
Ivurinn the sandworm destroyer uses Assault.
Drakh'Rhuk reacts to an attack from Ivurinn the sandworm destroyer, mitigating the blow!.
Drakh'Rhuk starts to bleed.
Ivurinn the sandworm destroyer performs a melee critical strike against Drakh'Rhuk!
Drakh'Rhuk reacts to an attack from Ivurinn the sandworm destroyer, mitigating the blow!.
Drakh'Rhuk is recovering from the damage!
Ivurinn the sandworm destroyer performs a melee critical strike against Drakh'Rhuk!
Drakh'Rhuk reacts to an attack from Ivurinn the sandworm destroyer, mitigating the blow!.
Melee retaliation hits Ivurinn the sandworm destroyer for 5 lightning, 1 temporal, 4 darkness, 1 mind, 5 lightning, 1 temporal, 4 darkness, 2 mind, 4 lightning, 1 temporal, 5 darkness, 2 mind (35 total damage).
Ivurinn the sandworm destroyer hits Drakh'Rhuk for (55 reacted , -4 stam), 245 physical, 11 lightning, 6 fire, 29 fire, (66 reacted , -4 stam), 294 physical, 11 lightning, 6 fire, 29 fire, (81 reacted , -4 stam), 271 physical (900 total damage).
Drakh'Rhuk the level 22 cornac wanderer was shattered to death by Ivurinn the sandworm destroyer on level 2 of Sandworm lair.