Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | (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.
Ashes of Urh'Rok 1.7.3Official 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:
Items Vault 1.7.0Donators/Buyers bonus! ZOmnibus Lite 1.7.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Possessor Bonus Class 1.7.3Donators/Buyers bonus! 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 Forbidden Cults 1.7.3Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 43 / 22% |
Size | big |
Lifes / Deaths | Killed by Giwyn the skeleton master archer at level 24 on the 9th Steel 123rd year of Ascendancy at 17:13 0 / 8Killed by Nerenne the venom wyrm at level 25 on the 12nd Steel 123rd year of Ascendancy at 04:47 Killed by elven blood mage at level 30 on the 31st Steel 123rd year of Ascendancy at 09:24 Killed by Chronolith Clone at level 32 on the 40th Steel 123rd year of Ascendancy at 15:59 Killed by ShuntyGoodBoi's Inner Demon at level 35 on the 20th Stralite 123rd year of Ascendancy at 02:51 Killed by luminous horror at level 36 on the 40th Stralite 123rd year of Ascendancy at 21:40 Killed by Ak'Gishil at level 41 on the 14th Wealth 123rd year of Ascendancy at 05:30 Killed by Doomed Shade of ShuntyGoodBoi at level 43 on the 7th Dearth 123rd year of Ascendancy at 23:35 |
Antimagic | Follower |
Primary Stats
Strength | 131 (base 60) |
Dexterity | 75 (base 60) |
Constitution | 68 (base 51) |
Magic | 8 (base 10) |
Willpower | 39 (base 10) |
Cunning | 31 (base 10) |
Resources
Life | 1/1942 |
Stamina | 168/298 |
Equilibrium | 0 |
Healing Factor | 1.5181295749341 |
Regeneration | 20.725317661468 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 5 |
See Stealth | 26.878701826468 |
See Invisible | 26.878701826468 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 187 |
Accuracy | 61 |
Crit Chance | 16% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 4 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Acid | +19% |
Light | +15% |
Nature | +12% |
Darkness | +15% |
Mind | +12% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Arcane | +35% |
Darkness | +20% |
Fire | +15% |
All | +10% |
Defense: Base
Armour (hardiness) | 85.723073231957 (96.438666929426%) |
Defense | 61 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 66 |
Spell Save | 65 |
Mental Save | 62 |
Defense: Resistances
Acid | + 37%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 36%( 70%) |
Cold | + 27%( 70%) |
All | + 15%( 70%) |
Darkness | + 32%( 70%) |
Light | + 20%( 70%) |
Temporal | + 15%( 70%) |
Physical | + 19%( 70%) |
Lightning | + 55%( 70%) |
Fire | + 28%( 70%) |
Nature | + 46%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 93% |
Bleed Resistance | 20% |
Confusion Resistance | 10% |
Pinning Resistance | 60% |
Stun Resistance | 58% |
Poison Resistance | 50% |
Knockback Resistance | 64% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 658 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 305 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 958% 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
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. | failed |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by netherworm mass. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Islybrelaith the gloomy wolf. Escort: lost sun paladin (level 2 of Heart of the Gloom) | failed |
You failed to protect the lost sun paladin from death by orc soldier. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by forest wight. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved Willpower by +5. | 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 Dexterity by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 470. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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: * You've found the needed bloated horror heart. * You've found the needed hummerhorn wing. * You've found the needed vial of elder vampire blood. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed multi-hued wyrm scale. * You've found the needed length of troll intestine. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed pouch of bone giant dust. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed pouch of faeros ash. * You've found the needed red crystal shard. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of drakeskin leather boots 'Scaldrip' (0 def, 13 armour) pair of drakeskin leather boots 'Scaldrip' (0 def, 13 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +9 Str +2 Con dps ---------- Phys.crit +3.0% Melee Ret 8 fire ----- def ----- Armour +13 Resists +15% fire +2% physical +14% cold A pair of boots made of leather. |
Light source | Umbraphage Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 92, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 231.15 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | hardened leather cap 'Heatworth' (0 def, 3 armour) hardened leather cap 'Heatworth' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +4 Cun +4 Con dps ---------- Dmg.mod +6% acid Res.pen +5% fire On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +3 Fatigue +3% Resists +18% blight +9% lightning +5% arcane +6% light A cap made of leather. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | Eye of the Dreaming One =Will+5= Eye of the Dreaming One =Will+5=2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | Urthyzor the stralite ring Urthyzor the stralite ring0.1 T4 ring jewelry [Rare] Master While equipped: Stats +4 Con dps ---------- Crit.mult +10.00% Dmg.mod +6% mind Acc +20 (+5 eff.) ----- def ----- Armour +6 Defense +30 (+8 eff.) Max.HP +44.00 Disarm- +43% Pinning- +40% Knockbk- +34% ---------- misc Equi/ret +0.04 Rings make your fingers look great! |
On fingers | gold ring 'Festerwill' gold ring 'Festerwill'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% acid +12% nature ----- def ----- Resists +26% acid +3% physical +12% lightning Cut- +20% Disarm- +10% Pinning- +20% Rings make your fingers look great! |
Around neck | grounding gold amulet of strength (+4) grounding gold amulet of strength (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +14% lightning Stun/Frz- +28% Amulets make your neck look great! |
In main hand | Vorominn the voratun waraxe (52-72 power, 6 apr) Vorominn the voratun waraxe (52-72 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 51.5 - 72.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +7 nature On Crit.r2 +4 physical While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +10% all Acc +18 (+5 eff.) Apr +9 On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +20 (+5 eff.) One-handed war axes. |
Around waist | hardened leather belt 'Hettudegen' hardened leather belt 'Hettudegen'1.0 T3 belt armor [Rare] Master While equipped: Stats +9 Cun +6 Wil dps ---------- Mind.crit +3% Dmg.mod +6% mind Against +23% Summoned ----- def ----- Resists +12% lightning D.Red.from +19% Summoned Mind.save +3 (+1 eff.) ---------- misc Max.hate +4.00 A belt that goes around your waist. |
In off hand | Blightstopper (18 def, 12 armour, 52-62 power, 240 block) Blightstopper (18 def, 12 armour, 52-62 power, 240 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Nature/Disrupt When used to Attack: Power 52.0 - 62.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +240 Dmg.conv 30% nature 10% manaburn arcane While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+5 eff.) Rng.Def +12 (+3 eff.) Fatigue +22% Resists +40% blight +15% nature +15% arcane Spell.save +24 (+6 eff.) Poison- +50% Disease- +75% ---------- misc Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 21 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Cloak | restorative cashmere cloak of Eldoral (2 def, 0 armour) restorative cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature/Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Defense +2 (+1 eff.) Resists +13% nature +13% blight HP.reg +4.00 Heal.mod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Eremuran the Firefear (12 def, 26 armour) Eremuran the Firefear (12 def, 26 armour)17.0 T4 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Dmg.mod +6% fire Res.pen +25% arcane ----- def ----- Armour +26 Defense +12 (+3 eff.) Fatigue +22% Resists +5% arcane +9% nature Mind.save +17 (+4 eff.) Die.at -60.00 life Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of metal plates. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
stabilizing steel amulet of mastery (0.15 Technique / Warcries) stabilizing steel amulet of mastery (0.15 Technique / Warcries)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% temporal Pinning- +22% Knockbk- +27% ---------- misc Masteries +0.15 Technique/Warcries Amulets make your neck look great! |
Rimespawn the stralite amulet Rimespawn the stralite amulet0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% acid Res.pen +25% cold Melee Ret 10 acid ----- def ----- Resists +24% cold +30% fire ---------- misc Masteries +0.34 Technique/Conditioning Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring of lightning (+22%) copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
Mentir Mentir0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Str +6 Con dps ---------- Phys.pwr +14 (+4 eff.) Dmg.mod +12% mind ----- def ----- Defense +10 (+3 eff.) Resists +9% blight +6% lightning +21% nature +12% mind Phys.save +3 (+0 eff.) Spell.save +6 (+2 eff.) Die.at -40.00 life Poison- +12% Disease- +25% Rings make your fingers look great! |
Gloragakira the voratun greatsword (64-102 power, 4 apr) =Stat+= Gloragakira the voratun greatsword (64-102 power, 4 apr) =Stat+=3.0 T5 greatsword 2H weapon [Random Unique] Nature/Disrupt/Master Power 64.0 - 102.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 23% chance to slow global speed by 51% While equipped: Stats +19 Str +17 Dex +14 Mag +15 Wil +13 Cun +13 Con dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +14% physical Acc +21 (+5 eff.) Apr +16 ----- def ----- Resists +9% darkness +6% temporal Massive two-handed swords. |
Nature's Vengeance (40-56 power, 4 apr) Nature's Vengeance (40-56 power, 4 apr)3.0 T3 mace 1H weapon [Unique] Nature/Disrupt Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +9.0% Atk.spd 100% Melee+ +10 silence +18 nature While equipped: dps ---------- Acc +6 (+2 eff.) Rush: Level 3.9 Pwr.cost 13 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
Jetprophet (46-65 power, 5 apr) Jetprophet (46-65 power, 5 apr)3.0 T4 mace 1H weapon [Rare] Master Power 46.5 - 65.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Mag dps ---------- Res.pen +25% light Melee Ret 4 arcane 6 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Spell.save +3 (+1 eff.) Blunt and deadly. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Wrathroot's Barkwood (9 def, 10 armour, 24-34 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 24-34 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 24.5 - 34.3 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block) Black Mesh (8 def, 2 armour, 40-48 power, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Balyrain the voratun shield (0 def, 13 armour, 72-86 power, 354.5 block) Balyrain the voratun shield (0 def, 13 armour, 72-86 power, 354.5 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 71.5 - 85.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +354 On Crit.r2 +16 physical While equipped: dps ---------- Crit.mult +10.00% Melee+ 32 cold Dmg.mod +6% acid Apr +2 Melee Ret 8 ice ----- def ----- Armour +13 Fatigue +8% Resists +19% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
radiant voratun plate armour (0 def, 16 armour) radiant voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature While equipped: Stats +5 Wil ----- def ----- Armour +16 Fatigue +22% Resists +28% blight +20% darkness ---------- misc Light +2 A suit of armour made of metal plates. |
Islaminn Islaminn1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +8 Cun +7 Lck dps ---------- Mind.crit +2% Crit.mult +5.00% Dmg.mod +9% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Stealth +10 ---------- misc T.Disarm +8 Infravis +5 A belt that goes around your waist. |
Frost Treads (1 def, 4 armour) =MovementSpeed+= Frost Treads (1 def, 4 armour) =MovementSpeed+=2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Hailbore (0 def, 3 armour) Hailbore (0 def, 3 armour)1.0 T4 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% acid +18% cold Res.pen +15% darkness Acc +8 (+2 eff.) On Hit (Melee): * 20% chance to reduce armor by 9% ----- def ----- Armour +3 Phys.save +8 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +42% 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. |
Jetjam (0 def, 1 armour) Jetjam (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Wil ----- def ----- Armour +1 Fatigue +1% Resists +3% darkness +5% fire +3% light +7% cold Phys.save +6 (+1 eff.) Disarm- +20% A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
stabilizing dwarven-steel helm of the depths (0 def, 4 armour) =WaterBreathing= stabilizing dwarven-steel helm of the depths (0 def, 4 armour) =WaterBreathing=3.0 T3 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +14% cold Phys.save +10 (+2 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate 6 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. |
6 spinel 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 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. |
9 citrine 9 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. |
13 zircon 13 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. |
9 aquamarine 9 aquamarine0.0 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. |
4 opal 4 opal0.0 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. |
7 topaz 7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst 6 amethyst0.0 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. |
7 onyx 7 onyx0.0 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. |
4 lapis lazuli 4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.0 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. |
10 garnet 10 garnet0.0 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. |
7 quartz 7 quartz0.0 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. |
4 sapphire 4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 jade 9 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.0 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. |
bloodstone bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
pearl pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Telos's Staff Crystal Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
310 alchemist agate 310 alchemist agate0.0 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. |
60 alchemist bloodstone 60 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Prismquarry Prismquarry2.0 T1 lite [Rare] Nature While equipped: Stats +5 Dex dps ---------- Crit.mult +15.00% Phys.pwr +10 (+3 eff.) Res.pen +10% light Acc +15 (+4 eff.) ----- def ----- Max.HP +43.00 ---------- 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. |
Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(95 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Demonic Orb of Many Ways Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
overpowered elven-wood totem of healing [power 602] (17 cooldown) overpowered elven-wood totem of healing [power 602] (17 cooldown)2.0 T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 602 Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By ShuntyGoodBoi the Dwarf Bulwark level 30
25th Steel 123rd year of Ascendancy at 07:16 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 29
23rd Steel 123rd year of Ascendancy at 14:54 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 17
32nd Dearth 122nd year of Ascendancy at 14:44 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 42
2nd Dearth 123rd year of Ascendancy at 06:19 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 36
36th Stralite 123rd year of Ascendancy at 13:49 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 7
1st Acquisition 122nd year of Ascendancy at 03:56 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 34
26th Gold 123rd year of Ascendancy at 22:59 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 36
34th Stralite 123rd year of Ascendancy at 19:36 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 19
11st Loss 122nd year of Ascendancy at 10:06 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 24
5th Steel 123rd year of Ascendancy at 15:11 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 32
4th Gold 123rd year of Ascendancy at 08:06 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 10
41st Profit 122nd year of Ascendancy at 08:03 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 20
14th Loss 122nd year of Ascendancy at 02:27 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 30
23rd Steel 123rd year of Ascendancy at 14:54 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 40
34th Profit 123rd year of Ascendancy at 14:35 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 22
16th Shortage 122nd year of Ascendancy at 04:59 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 42
1st Dearth 123rd year of Ascendancy at 21:31 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 22
18th Iron 123rd year of Ascendancy at 19:52 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 35
33rd Stralite 123rd year of Ascendancy at 05:35 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 6
19th Voratun 122nd year of Ascendancy at 09:32 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 12
16th Wealth 122nd year of Ascendancy at 09:48 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 32
11st Gold 123rd year of Ascendancy at 19:35 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 15
3rd Dearth 122nd year of Ascendancy at 09:35 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 37
17th Profit 123rd year of Ascendancy at 02:08 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 32
11st Gold 123rd year of Ascendancy at 07:51 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 26
14th Steel 123rd year of Ascendancy at 22:09 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 20
15th Loss 122nd year of Ascendancy at 03:25 see stats
By ShuntyGoodBoi the Dwarf Bulwark level 28
21st Steel 123rd year of Ascendancy at 19:09 see stats
Log
ShuntyGoodBoi uses Bleeding Edge.
ShuntyGoodBoi misses Doomed Shade of ShuntyGoodBoi.
Doomed Shade of ShuntyGoodBoi uses Shield Slam.
ShuntyGoodBoi instinctively hardens his skin and ignores the attack!
ShuntyGoodBoi repels an attack from Doomed Shade of ShuntyGoodBoi.
Doomed Shade of ShuntyGoodBoi performs a melee critical strike against ShuntyGoodBoi!
ShuntyGoodBoi slows down.
Doomed Shade of ShuntyGoodBoi misses ShuntyGoodBoi.
Melee retaliation hits Doomed Shade of ShuntyGoodBoi for (3 antimagic), 0 fire, (6 antimagic), 0 nature, (3 antimagic), 0 fire, (6 antimagic), 0 nature (0 total damage).
Greater Weapon Focus from Doomed Shade of ShuntyGoodBoi hits ShuntyGoodBoi for 0 nature, 0 arcane, 2 physical, 0 arcane (2 total damage).
Doomed Shade of ShuntyGoodBoi hits ShuntyGoodBoi for 1 nature, 0 arcane, 2 physical, 0 arcane (3 total damage).
Talent Shield Pummel is ready to use.
ShuntyGoodBoi HEALS from darkness damage!
Mindrot hits ShuntyGoodBoi for 6 mind, 3 darkness, 2 healing (9 total damage) [2 healing].
ShuntyGoodBoi gains 0% of a turn from Ancestral Life.
ShuntyGoodBoi uses Greater Weapon Focus.
ShuntyGoodBoi uses Perfect Strike.
ShuntyGoodBoi aims carefully.
ShuntyGoodBoi uses Shield Pummel.
Doomed Shade of ShuntyGoodBoi resists the shield bash!
Melee retaliation hits ShuntyGoodBoi for 4 fire, 5 nature, 6 acid, 4 fire, 5 nature, 6 acid, 4 fire, 5 nature, 6 acid (42 total damage).
Greater Weapon Focus from ShuntyGoodBoi hits Doomed Shade of ShuntyGoodBoi for 0 arcane damage.
ShuntyGoodBoi hits Doomed Shade of ShuntyGoodBoi for 0 arcane, 0 arcane (0 total damage).
Doomed Shade of ShuntyGoodBoi uses Windblade.
Greater Weapon Focus from Doomed Shade of ShuntyGoodBoi performs a melee critical strike against ShuntyGoodBoi!
Melee retaliation hits Doomed Shade of ShuntyGoodBoi for (3 blocked), 0 fire, (6 blocked), 0 nature, (3 blocked), 0 fire, (6 blocked), 0 nature (0 total damage).
Greater Weapon Focus from Doomed Shade of ShuntyGoodBoi hits ShuntyGoodBoi for 923 physical damage.
Doomed Shade of ShuntyGoodBoi hits ShuntyGoodBoi for 266 physical, 2 nature, 0 arcane (269 total damage).
ShuntyGoodBoi the level 43 dwarf bulwark was squished to death by a Doomed Shade of ShuntyGoodBoi but nobody knew why they suddenly became evil on level 3 of Shadow Crypt.