Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Knight Evolution for Bulwark 1.7.4Adds a new class evolution for Bulwark, the Knight.
As a knight, you learn how to protect the Weaks and defeat the Evils.
You gain:
Spirit Horse Talent - Sustain. Gain shield and movement speed while active.
Spirit Horse Category
- Lance Charge: Charge toward target location and gain speed buff. Damage increases with movement speed.
- Knight's vow: Passively increases defensive stats and regenerate stamina on blocking.
- Tactical retreat: Retreat and gain movement speed
- Hammer and Anvil: Deal massive damage if target knocked back to wall. Damage increases with movement speed.
Knight Training Category
- Grand strategy: Gain wild speed on active.
- Tower of steel: Gain pin resist and physical damage increase if you wear heavy armor.
- Well fitted: Gain defensive stats if you wear heavy armor.
- Chivalry: More damage on counterstrike.
Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. 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: 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 Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. FlexSpec Respec Limitation Relaxer 1.5.5Better 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 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 | Infinite |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Whitehoof |
Class | Wanderer |
Level / Exp | 8 / 65% |
Size | medium |
Lifes / Deaths | Killed by master vampire at level 8 on the 79th Pyre 122nd year of Ascendancy at 16:36 / 1 |
Primary Stats
Strength | 40 (base 14) |
Dexterity | 25 (base 16) |
Constitution | 28 (base 20) |
Magic | 57 (base 30) |
Willpower | 15 (base 12) |
Cunning | 8 (base 1) |
Resources
Life | -25/309 |
Mana | 29/167 |
Healing Factor | 1.1956298990388 |
Regeneration | 9.516101235181 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
Offense: Mainhand
Damage | 40 |
Accuracy | 30 |
Crit Chance | 6% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | 17 |
Accuracy | 30 |
Crit Chance | 10% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 0% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 0% |
Speed | 1 |
Offense: Damage Bonus
Mind | +6% |
Light | +4% |
Fire | +7% |
All | 0% |
Offense: Damage Penetration
Cold | +12% |
Mind | +22% |
Fire | +14% |
All | +7% |
Defense: Base
Armour (hardiness) | 28.118138619369 (56.297102139833%) |
Defense | 14 |
Ranged Defense | 14 |
Fatigue | 15 |
Physical Save | 29 |
Spell Save | 24 |
Mental Save | 8 |
Defense: Resistances
Cold | + 30%( 70%) |
Acid | + 8%( 70%) |
Light | + 16%( 70%) |
Temporal | + 6%( 70%) |
Nature | + 9%( 70%) |
Physical | + 1%( 70%) |
Fire | + 35%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 50% |
Poison Resistance | 100% |
Bleed Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Spell / Earth | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Whitehooves | 2.40 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: Random Artifact: Cracklekin (16/16, 8-11 power, 5 apr) | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | miner's pair of iron boots of speed (0 def, 5 armour) miner's pair of iron boots of speed (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | scorching brass lantern scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +6% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | rough leather cap (0 def, 1 armour) rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
On hands | radiant hardened leather gloves (0 def, 2 armour) radiant hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 8 light Dmg.mod +4% light ----- def ----- Armour +2 Resists +7% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ash wand of conjuration 'Camochak' [power 150] (14/15 cooldown) ash wand of conjuration 'Camochak' [power 150] (14/15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Resists +1% physical Fire a magical bolt dealing 150 lightning damage Puts all charms on 15 cooldown 100% to increase all damage by 16% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | wizard's copper ring wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
Around neck | Phlegmidol Phlegmidol0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Spell.pwr +15 (+5 eff.) S.pwr/crit +4 ----- def ----- Resists +10% fire +9% nature +12% cold Amulets make your neck look great! |
In main hand | elemental iron mace of crippling (13-18 power, 2 apr) elemental iron mace of crippling (13-18 power, 2 apr)3.0 T1 mace 1H weapon [Ego++] Arcane/Master Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit: * Create an explosion dealing 76 fire damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +7% fire Res.pen +7% fire Blunt and deadly. |
Around waist | rough leather belt of transcendence rough leather belt of transcendence1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Phys.save +6 (+3 eff.) A belt that goes around your waist. |
In off hand | Gilokalthorand (11-14 power, 6 apr) Gilokalthorand (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Nature/Master Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 mind On Hit: 20% Curse of Impotence 2 While equipped: Stats +5 Str +6 Dex +5 Mag +5 Wil +5 Cun +6 Con dps ---------- Res.pen +7% all Acc +8 (+4 eff.) Apr +6 ----- def ----- Resists +9% light +6% temporal Phys.save +9 (+4 eff.) Heal.mod +5% Sharp, short and deadly. |
Cloak | thick linen cloak of Eldoral (1 def, 5 armour) thick linen cloak of Eldoral (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Hailbreak (3 def, 11 armour) Hailbreak (3 def, 11 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +1 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +6% mind Res.pen +15% mind +5% cold Melee Ret 8 mind ----- def ----- Armour +11 Defense +3 (+3 eff.) Fatigue +12% Resists +8% acid +19% fire +8% cold HP.reg +3.40 ---------- misc Stam/turn +1.00 Breathe water A suit of armour made of mail. |
Inventory
steam generator implant (steam 5) steam generator implant (steam 5)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.1 steam per turn. Can be activated for an instant burst of 26 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4) steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.1 steam per turn. Can be activated for an instant burst of 21 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
manasurge rune (regen 600% over 10 turns; mana 30; cd 12) manasurge rune (regen 600% over 10 turns; mana 30; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (45 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of mastery (0.11 Technique / Combat training) copper amulet of mastery (0.11 Technique / Combat training)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Technique/Combat training Amulets make your neck look great! |
earthen elm vilestaff of fate (10-12 power, 2 apr, darkness element) earthen elm vilestaff of fate (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Armour +2 Hardiness +3% Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff 'Hellpulverizer' (10-12 power, 2 apr, physical element) elm starstaff 'Hellpulverizer' (10-12 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +3% blight +10% physical +12% arcane Res.pen +5% blight +5% fire ----- def ----- Resists +3% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
thought-forged iron greatsword (18-28 power, 1 apr) thought-forged iron greatsword (18-28 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Psionic Power 17.5 - 28.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 mind On Hit: * 14% chance to reduce all saves and defense by 16 While equipped: Stats +2 Cun +2 Wil Massive two-handed swords. |
Bogpanic (12-16 power, 2 apr) Bogpanic (12-16 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Psionic Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 mind On Hit: * 11% chance to reduce all saves and defense by 16 While equipped: Stats +1 Cun +2 Wil dps ---------- Mind.crit +1% Crit.mult +5.00% Dmg.mod +3% nature On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Mind.save +3 (+3 eff.) One-handed war axes. |
iron dagger of phasing (10-13 power, 10 apr) iron dagger of phasing (10-13 power, 10 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +4.0% Atk.spd 100% Phasing +11% Sharp, short and deadly. |
nature's mossy mindstar (3-3 power, 12 apr, mind damage) nature's mossy mindstar (3-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% nature ----- def ----- Resists +2% blight Disease- +11% ---------- 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. |
Kinetic Focus (6-7 power, 18 apr, physical damage) Kinetic Focus (6-7 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
rejuvenating reinforced leather armour (12 def, 7 armour) rejuvenating reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Ego] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+9 eff.) Fatigue +8% HP.reg +2.40 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
Getta the iron plate armour (20 def, 13 armour) Getta the iron plate armour (20 def, 13 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Acc +15 (+7 eff.) ----- def ----- Armour +13 Defense +20 (+13 eff.) Fatigue +22% ---------- misc Stam/turn +1.00 A suit of armour made of metal plates. |
iron plate armour (0 def, 7 armour) iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +7 Fatigue +22% A suit of armour made of metal plates. |
iron plate armour of cold resistance (0 def, 7 armour) iron plate armour of cold resistance (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +16% cold A suit of armour made of metal plates. |
agate agate0.0 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. |
2 spinel 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.0 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. |
citrine citrine0.0 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. |
5 zircon 5 zircon0.0 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. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
elm totem of stinging [power 110] (14/15 cooldown) elm totem of stinging [power 110] (14/15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 110 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. |
Teleporter to the Tinker's Cave Teleporter to the Tinker's Cave0.0 T1 unknown [Unique] Steamtech Teleport.. A strange metal contraption imbued with some kind of teleportation magic. |
Achievements
Log
Master vampire hits Velevena for 30 reflected, 12 reflected, 53 reflected (96 total damage).
Phantasmal Shield hits Velevena for 57 light damage.
Talent Pulverizing Auger is ready to use.
Master vampire uses Stun.
Velevena shrugs off the effect 'Stunned'!
Master vampire hits Velevena for 5 blight damage.
Master vampire receives 2 healing from Velevena.
Melee retaliation hits Master vampire for 8 mind, 10 fire (17 total damage).
Velevena casts Rune: Blink.
Velevena is out of phase.
Apprentice mage casts Manathrust.
Melee retaliation hits Fire drake hatchling for 8 mind, 1 fire (9 total damage).
Fire drake hatchling hits Velevena for 18 physical damage.
Master vampire hits Velevena for 6 blight damage.
Master vampire receives 2 healing from Velevena.
Melee retaliation hits Master vampire for 8 mind, 10 fire (17 total damage).
Apprentice mage's Manathrust hits Velevena for 81 arcane damage.
Velevena activates his ash wand of conjuration 'Camochak'!
Velevena hits Apprentice mage for 126 lightning damage.
Velevena killed Apprentice mage!
Melee retaliation hits Fire drake hatchling for 9 mind, 2 fire (10 total damage).
Fire drake hatchling hits Velevena for 17 physical damage.
Master vampire casts Chill of the Tomb.
Velevena casts Pulverizing Auger.
Velevena hits Master vampire for 116 physical damage.
Master vampire's Chill of the Tomb hits Velevena for 62 cold damage.
Velevena the level 8 whitehoof wanderer was iced to death by a master vampire on level 6 of Infinite Dungeon.