









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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: 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 The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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. 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 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. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. 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 | Demons |
Mode | Insane Roguelike |
Sex | Male |
Race | Drem |
Class | Arcane Blade |
Level / Exp | 26 / 89% |
Size | medium |
Lifes / Deaths | Killed by DOWN WITH MAJ'EYAL at level 26 on the 25th Stralite 123rd year of Ascendancy at 19:02 / 1 |
Primary Stats
Strength | 41 (base 29) |
Dexterity | 21 (base 10) |
Constitution | 14 (base 10) |
Magic | 66 (base 57) |
Willpower | 48 (base 28) |
Cunning | 28 (base 13) |
Resources
Life | -158/850 |
Mana | 55/440 |
Stamina | 222/281 |
Psi | 58/138 |
Healing Factor | 1.2872895330004 |
Regeneration | 5.4709805152518 |
Speed
Mental | +2.2204460492503E-14% |
Attack | 0% |
Movement | +2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 3 |
Offense: Mainhand
Damage | 89 |
Accuracy | 41 |
Crit Chance | 8% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Nature | +3% |
Temporal | +10% |
Mind | +9% |
Fire | +6% |
Cold | +27% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Light | +10% |
Cold | +25% |
Mind | +15% |
Fire | +15% |
Defense: Base
Armour (hardiness) | 57.36174050493 (81.898876157654%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 22 |
Physical Save | 23 |
Spell Save | 34 |
Mental Save | 35 |
Defense: Resistances
Acid | + 9%( 70%) |
Physical | + 3%( 70%) |
Cold | + 36%( 70%) |
All | 0%( 70%) |
Darkness | + 18%( 70%) |
Light | + 6%( 70%) |
Temporal | + 25%( 70%) |
Fire | + 15%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Bleed Resistance | 10% |
Disarm Resistance | 10% |
Knockback Resistance | 30% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
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 730% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 61 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (0 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 219.96 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. |
Class Talents
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Magical combat | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Spell / Fire | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Stone | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | active |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * You must destroy the town of Derth, a focal point of Allied agriculture and trade. * In the southern forests is a hidden city of elves. Find a way to defeat them. * You must gather your strength before dealing with Last Hope. | active |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesSeek out the wounded ancient Kryl-Feijan in his isolated crypt. Seek out the ancient explorer Shassy'Kaish among her cultists in the Daikara mountains. Seek out the ancient necromancer Walrog along the ocean shore. | active |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Dmg.mod +27% cold Res.pen +25% cold Melee Ret 4 darkness ----- def ----- Armour +4 Fatigue +3% Resists +6% cold Phys.save +8 (+4 eff.) Spell.save +9 (+4 eff.) Mind.save +11 (+5 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 | ![]() 1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun dps ---------- Crit.mult +15.00% Dmg.mod +9% mind ----- def ----- Armour +8 Fatigue +4% Resists +6% light Max.HP +80.00 Blind- +10% Cut- +10% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Res.pen +15% lightning ----- def ----- Resists +3% acid Die.at -60.00 life Stun/Frz- +20% Knockbk- +10% Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +10% temporal Res.pen +10% light +15% fire ----- def ----- Resists +6% acid +25% temporal Die.at -80.00 life Knockbk- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +4 Cun dps ---------- Acc +11 (+4 eff.) Apr +9 ----- def ----- Defense +18 (+9 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 99% 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! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +8 Wil dps ---------- Dmg.mod +3% nature Res.pen +15% mind Melee Ret 4 nature On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Resists +9% nature Mind.save +7 (+3 eff.) Max.HP +67.00 ---------- misc Psi/ret +0.16 A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 greatmaul 2H weapon [Ego] Arcane/Master Power 67.5 - 101.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 73 damage Massive two-handed mauls. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: ----- def ----- Armour +5 Fatigue +1% Resists +15% fire Mind.save +3 (+1 eff.) HP.reg +2.00 Disarm- +10% ---------- misc Stam/turn +0.60 Max.stam +11.00 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. |
Main armor | ![]() 12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Armour +9 Defense +1 (+0 eff.) Resists +12% cold +1% physical Mind.save +3 (+1 eff.) Max.HP +40.00 HP.reg +2.00 Stun/Frz- +20% 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 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +4 Wil dps ---------- Phys.pwr +20 (+7 eff.) Melee Ret 8 acid ----- def ----- Armour +8 Resists +2% physical ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 57 then cleanse 1 wound, poison, and disease effect. 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 [Normal] Nature When inscribed on your body: Level 1.0 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 increase movement speed by 607% 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. 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Dexterity stat. 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 [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 72 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +18% lightning Stun/Frz- +25% ---------- misc Masteries +0.18 Technique/Two-handed assault Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +20.00 Disarm- +20% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +13% cold ----- def ----- Armour +6 Resists +26% cold Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun +6 Dex dps ---------- Acc +7 (+3 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Resists +3% acid +6% cold +5% arcane +6% light ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +14% lightning ----- def ----- Armour +8 Resists +28% lightning Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold +6% light +15% fire Res.pen +10% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +15% fire ---------- misc Mana/turn +0.20 Max.mana +49.00 Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Wil dps ---------- Spell.crit +7% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness +12% light Res.pen +10% blight +10% arcane +15% mind ----- def ----- Phys.save +9 (+5 eff.) Spell.save +9 (+4 eff.) Mind.save +7 (+3 eff.) ---------- misc Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+5 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 3.0 T3 battleaxe 2H weapon [Normal] Power 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Master Power 31.5 - 47.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +8 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Res.pen +20% light +10% nature ----- def ----- Defense +20 (+10 eff.) Resists +5% arcane +9% temporal Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Nature Power 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +2 Dex +10 Wil +13 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Resists +12% temporal Max.HP +30.00 Heal.mod +10% Silence- +10% Stun/Frz- +20% Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Nature Power 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +12 lightning +20 blight On Crit.r2 +17 acid +19 nature On Hit: * 20% chance to slow global speed by 48% * 20% chance to reduce strength, dexterity, and constitution by 22 While equipped: dps ---------- Dmg.mod +6% nature Res.pen +17% acid +14% nature +25% blight Apr +10 Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Ego+] Arcane/Master Power 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 22 While equipped: dps ---------- Res.pen +10% physical Acc +12 (+4 eff.) Apr +10 Massive two-handed mauls. |
![]() 3.0 T2 longsword 1H weapon [Ego+] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 73 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +8% fire Res.pen +8% fire Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Rare] Nature Power 26.0 - 36.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 nature While equipped: Stats +1 Cun +4 Dex ----- def ----- Mind.save +12 (+5 eff.) Max.HP +60.00 Poison- +20% Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Rare] Arcane Power 24.5 - 34.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +9 temporal While equipped: Stats +1 Cun dps ---------- Acc +5 (+2 eff.) Apr +3 ----- def ----- Defense +20 (+10 eff.) Resists +10% temporal ---------- misc Infravis +2 See.Invis +9 Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +8 acid On Crit.r2 +4 acid +16 cold While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Dmg.mod +18% acid Res.pen +15% acid Acc +16 (+6 eff.) On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Resists +3% acid +6% fire One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Arcane Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: 20% Curse of Death 3 On Crit: * Splash the target with acid dealing 121 damage over 5 turns and reducing armor and accuracy by 16 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Arcane Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: 20% Curse of Impotence 3 While equipped: dps ---------- Mind.crit +6% Mind.pwr +15 (+7 eff.) Res.pen +20% blight ----- def ----- Die.at -60.00 life Max.HP +80.00 One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 16.5 - 21.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +6 (+2 eff.) Sharp, short and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Normal] Nature Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Hit.r1 +16 fire While equipped: dps ---------- Dmg.mod +6% darkness +12% fire Res.pen +15% fire +20% mind +15% all Acc +11 (+4 eff.) Apr +14 On Hit (Ranged): * 10% chance to reduce all saves and defense by 22 ----- def ----- Resists +6% mind +3% darkness Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 arrow ammo [Rare] Master Power 33.5 - 46.9 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 24 Ranged+ +20 light On Hit.r1 +20 light On Hit: * 20% chance to reduce damage dealt by 18% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Ego+] Psionic Power 32.0 - 38.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 22 Ranged+ +11 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 128 physical damage Shots are used with slings to pummel your foes to death. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +3% darkness +1% physical +3% light +9% cold Mind.save +6 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +4.0% On shield block: * Cause enemies within radius 6 to bleed for 200 physical damage over 5 turns (1/turn) ----- def ----- Armour +12 Fatigue +8% Phys.save +12 (+6 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% lightning +6% fire +18% mind Res.pen +25% cold ----- def ----- Resists +9% lightning +27% fire +18% mind +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +9% all Mind.save +19 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +11% all Mind.save +18 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +6% fire Acc +10 (+4 eff.) Apr +4 ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +19% cold +9% fire A suit of armour made of leather. |
![]() 9.0 T3 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid +12% cold +12% light Melee Ret 8 acid ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +6% light +21% cold A suit of armour made of leather. |
![]() 9.0 T3 light armor [Rare] Arcane While equipped: dps ---------- Res.pen +5% cold ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +8% Resists +6% lightning +6% cold +7% arcane +3% blight Spell.save +16 (+7 eff.) Heal.mod +10% Poison- +20% Disease- +10% Knockbk- +20% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +5% arcane +11% light +13% darkness Spell.save +17 (+7 eff.) A suit of armour made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Disrupt While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +15% fire Acc +10 (+4 eff.) ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +19% nature +12% blight Max.HP +60.00 Blind- +20% Confus- +20% A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +17% temporal +11% light +13% darkness A suit of armour made of mail. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego++] Nature/Master While equipped: ----- def ----- Armour +18 Fatigue +22% Resists +14% acid +7% physical +13% cold +6% fire +9% lightning ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +2 Mag +4 Cun +2 Con dps ---------- Dmg.mod +12% lightning Res.pen +10% nature ----- def ----- Armour +11 Fatigue +22% Resists +6% acid +7% cold Crit.dmg- 15.00% ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +9% mind Acc +5 (+2 eff.) Melee Ret 4 mind ----- def ----- Defense +20 (+10 eff.) Resists +6% cold +6% fire A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +9% fire +9% cold Res.pen +15% blight Melee Ret 6 blight ----- def ----- Resists +18% fire +12% cold Spell.save +8 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Spell.save +7 (+3 eff.) Blind- +10% Disease- +10% Silence- +10% Disarm- +20% Confus- +20% Knockbk- +20% ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% blight Res.pen +20% temporal +20% cold Melee Ret 8 temporal ----- def ----- Defense +2 (+1 eff.) Resists +13% nature +13% blight HP.reg +5.00 Heal.mod +15% Def/telep +15 Res/telep +15% Dur/telep +15% 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 ---------- Mov.spd +25% ----- def ----- Armour +1 Resists +3% fire Confus- +20% Knockbk- +10% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Con dps ---------- Dmg.mod +6% temporal +6% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Armour +3 Resists +18% blight +3% fire Phys.save +11 (+6 eff.) Mind.save +14 (+6 eff.) A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Cun +2 Wil dps ---------- Crit.mult +20.00% Phys.pwr +20 (+7 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +15 (+7 eff.) ----- def ----- Armour +4 Fatigue +3% ---------- misc Max.psi +10.00 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 Str +4 Wil dps ---------- Spell.crit +3% Phys.pwr +8 (+3 eff.) Dmg.mod +9% arcane Phasing +20% Melee Ret 4 blight ----- def ----- Armour +2 Resists +15% temporal ---------- misc Vim/s.crit +2.00 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. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +3 (+2 eff.) Mind.save +3 (+1 eff.) Max.HP +80.00 Cut- +10% Confus- +20% A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +5 Con dps ---------- Apr +6 ----- def ----- Armour +11 Fatigue +3% Spell.save +12 (+6 eff.) Die.at -60.00 life ---------- misc Mana/turn +0.08 Max.mana +40.00 A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% ---------- misc Stam/ret +1.10 Equi/ret +0.90 A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +7% cold +7% fire A cap made of leather. |
![]() 2.0 T3 head armor [Ego++] Master While equipped: Stats +3 Dex +4 Wil +2 Cun dps ---------- Apr +6 ----- def ----- Armour +3 Fatigue +3% Resists +8% blight Mind.save +8 (+4 eff.) A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +15 (+5 eff.) Apr +1 ----- def ----- Armour +13 Defense +10 (+5 eff.) Fatigue +5% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +15% blight Res.pen +15% blight +25% fire +15% lightning ----- def ----- Armour +4 Fatigue +4% Resists +9% cold +31% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +15% mind +20% temporal Melee Ret 4 light ----- def ----- Armour +4 Fatigue +4% Resists +7% nature +15% mind Spell.save +6 (+3 eff.) Max.HP +64.00 Heal.mod +15% Def/telep +10 Res/telep +10% Dur/telep +10% 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. |
![]() 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning 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 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 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Apr +3 ----- def ----- Max.HP +102.00 ---------- misc Max.stam +10.00 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. |
![]() 1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +5% cold +7% darkness +6% temporal Affinity +5% light Def/telep +13 Res/telep +13% Dur/telep +12% ---------- misc Light +5 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 113.01 light damage. At talent level 3 you gain 22% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Dex +5 Mag dps ---------- Spell.pwr +10 (+3 eff.) S.pwr/crit +4 Dmg.mod +21% blight Phasing +30% ----- def ----- Resists +7% darkness +7% fire 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 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 175 physical damage Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
By DOWN WITH MAJ'EYAL the Drem Arcane Blade level 10
41st Steel 123rd year of Ascendancy at 20:33 see stats
By DOWN WITH MAJ'EYAL the Drem Arcane Blade level 20
23rd Gold 123rd year of Ascendancy at 15:13 see stats
By DOWN WITH MAJ'EYAL the Drem Arcane Blade level 18
1st Gold 123rd year of Ascendancy at 01:30 see stats
Log
Eilinoretira the black bear strikes at a vital spot on DOWN WITH MAJ'EYAL!
Your shield crumbles under the damage!
The shield around DOWN WITH MAJ'EYAL crumbles.
DOWN WITH MAJ'EYAL slows down.
DOWN WITH MAJ'EYAL's Rune: Biting Gale is disrupted by his wounds!
Eilinoretira the black bear performs a melee critical strike against DOWN WITH MAJ'EYAL!
Eilinoretira the black bear hits DOWN WITH MAJ'EYAL for (61 absorbed), 21 physical, 6 fire, 141 physical, 6 fire (175 total damage).
Melee retaliation hits Eilinoretira the black bear for 8 acid, 3 nature, 3 darkness, 8 acid, 3 nature, 3 darkness (28 total damage).
Talent Earthen Missiles is ready to use.
Talent Arcane Reconstruction is ready to use.
Bleeding from Eilinoretira the black bear hits DOWN WITH MAJ'EYAL for 72 physical damage.
Burning from DOWN WITH MAJ'EYAL hits DOWN WITH MAJ'EYAL for 31 fire damage.
Eilinoretira the black bear uses Coup de Grace.
DOWN WITH MAJ'EYAL has temporarily forgotten Telekinetic Leap for 3 turns!
Eilinoretira the black bear hits DOWN WITH MAJ'EYAL for 79 physical, 5 fire, 73 physical, 5 fire (162 total damage).
Melee retaliation hits Eilinoretira the black bear for 8 acid, 3 nature, 3 darkness, 8 acid, 3 nature, 3 darkness (28 total damage).
--------------------------------
DOWN WITH MAJ'EYAL uses Infusion: Movement.
DOWN WITH MAJ'EYAL is moving at extreme speed!
Bleeding from Eilinoretira the black bear hits DOWN WITH MAJ'EYAL for 92 physical damage.
Burning from DOWN WITH MAJ'EYAL hits DOWN WITH MAJ'EYAL for 31 fire damage.
--------------------------------
DOWN WITH MAJ'EYAL slows down.
Talent Rune: Manasurge is ready to use.
Talent Flame is ready to use.
Talent Arcane Strike is ready to use.
Burning from DOWN WITH MAJ'EYAL hits DOWN WITH MAJ'EYAL for 31 fire damage.
DOWN WITH MAJ'EYAL the level 26 drem arcane blade was toasted to death by himself in an act of extreme incompetence on level 1 of Caravan.