



















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Moderately Generous Levels 1.6.0Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Ignore Race/Class Locks 1.1.0Modifies 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: Arcanum Class Pack 1.6.6Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.6.7Official 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 1.6.0Combines 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: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Forbidden Cults 1.6.7Official 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.
Proper Possession Plus 1.6.1Original Mod by zizzo (https://te4.org/games/addons/tome/possessor_fixes): Assorted improvements to the Possessor class (UI features additional info, possess all creature types, heal possessed forms). Additional tweaks by Kish: Longer duration on summoned forms, lower mana cost on Assume Form and Possess, lower cooldown on Assume Form, update form HP in body storage. Items Vault 1.6.0Donators/Buyers bonus! Showing Items Tier in Inventory 1.6.0This 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 Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Spell Merchants 1.6.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Bristlebarb 1.6.7DescriptionThis addon adds the Bristlebarb as a playable class. Bristlebarbs use no weapons but are covered in a living bramble that they can control. They use a special resource : thorns. 5 unique class trees (1 locked) : 1 Unique generic tree (locked) : Bristlebarbs can not appear on NPC. DisclaimerPlease report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread : http://forums.te4.org/viewtopic.php?f=50&p=239099 Creditshttp://game-icons.net/ for all the talent and effect icons. https://opengameart.org/content/painterly-spell-icons-part-2 for the class icon and a couple others. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.0 : 0.10.2 : 0.10.1 : 0.10.0 : 0.9.4 : 0.9.3 : 0.9.2 : 0.9.1 : Mage Knight 1.6.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Hiveminder Class 1.6.7Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. Revised Alchemist 1.6.4Alch revision description : Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system, with some other quality of life changes. Idea is to make mana the limiting factor of alchemists, Overall : Alchemist : Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which is a bomb explosion compressed to a single tile. Range scales with talent level. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : New tree : Stone Alchemy : Changelog: 0.9.1 0.9.0 0.8.9 0.8.8 0.8.6 0.8.4: 0.8.3 0.8.2: 0.8.1: 0.8.0- 0.7.1 0.7.0 - 0.6.0- New locked tree : Jewelcraft. A tree that enables an arcane damage throw bomb infusion and a powerful flat damage reduction ability that is further improved by other abilities in the tree. "Aether Infusion" 0.5.0 - Full Changes Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : Stone Alchemy : Warning : Still needs balancing Class: Fallen 1.6.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light Grove Keeper 1.6.6Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Better Item Description 1.6.6This 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 Ashes of Urh'Rok 1.6.7Official 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:
Verdant Class Pack 1.6.6Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 21 / 37% |
| Size | big |
| Lifes / Deaths | Killed by Sleeping Xanoldakira at level 21 on the 36th Dusk 122nd year of Ascendancy at 13:49 / 1 |
Primary Stats
| Strength | 40 (base 19) |
| Dexterity | 58 (base 46) |
| Constitution | 47 (base 36) |
| Magic | 16 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 73 (base 31) |
Resources
| Life | -413/696 |
| Steam | 1/107 |
| Healing Factor | 1.4517603686636 |
| Regeneration | 5.8796294930877 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 2 |
| See Stealth | 16 |
| See Invisible | 23 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 49 |
| Crit Chance | 32% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +65% |
| Lightning | +34% |
| Nature | +6% |
| Darkness | +9% |
| Cold | +34% |
| Arcane | +36% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +25% |
| Physical | +10% |
| Fire | +25% |
| Arcane | +25% |
| Cold | +50% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 76 (50%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 23 |
| Physical Save | 61 |
| Spell Save | 48 |
| Mental Save | 50 |
Defense: Resistances
| Physical | + 15%( 70%) |
| Lightning | + 16%( 70%) |
| Mind | + 27%( 70%) |
| Nature | + 21%( 70%) |
| Blight | + 28%( 70%) |
| Arcane | + 24%( 70%) |
| Fire | + 70%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Teleport Resistance | 100% |
| Blind Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.2 steam per turn. Can be activated for an instant burst of 26 steam. |
Class Talents
| Steamtech / Gadgets | 1.50 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.40 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.10 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Exoskeleton |
| talent | Shock Grenade |
| talent | Rocket Pod |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Equipment
| On feet | Anti-Gravity Boots (9 def, 9 armour) 3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +6 Str +5 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +9 Defense +9 (+3 eff.) Fatigue +8% Resists +10% fire Phys.save +7 (+2 eff.) Pinning- +60% Knockbk- +10% Teleport- +100% These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (116 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (198 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 4/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Quiver | barbed pouch of dwarven-steel shots of corruption (13/21, 43.5-52.2 power, 3 apr) 3.0 T3 shot ammo [Ego++] Arcane/Master Power 43.5 - 52.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +10.0% Capacity 21 On Hit: 20% Curse of Defenselessness 3 On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +3 Magnetic Shell Shots are used with slings to pummel your foes to death. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 4/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 73.50 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 73.50 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | hardened leather hat 'Thunderripper' (0 def, 3 armour) 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Crit.mult +5.00% Dmg.mod +9% lightning +6% mind ----- def ----- Armour +3 Fatigue +3% Resists +12% lightning +8% nature +9% mind Spell.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Max.HP +68.00 Heal.mod +13% ---------- misc Equi/ret +0.08 Max.psi +40.00 A hat made of leather. Very stylish. |
| On hands | Demonpulverizer (0 def, 3 armour)1.5 T2 hands armor [Rare] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Dmg.mod +9% cold +9% darkness +30% fire Acc +5 (+2 eff.) Apr +10 Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +3 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 9 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | Arerodan the Snowparry0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% arcane +9% mind Res.pen +25% cold Melee Ret 6 cold ----- def ----- Resists +16% arcane Rings can have magical properties. |
| Around neck | serendipitous gold amulet of vision0.1 T3 amulet jewelry [Ego++] Nature While equipped: Stats +11 Lck dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +8 (+3 eff.) Unseen.red 12% Blind- +20% ---------- misc Infravis +2 Sight +2 See.Invis +7 Amulets can have magical properties. |
| In main hand | overgrown stralite steamgun of tinkering (+4) 4.0 T4 steamgun 1H weapon [Ego] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Against +28% Undead +28% Demon +28% Horror On Hit: 10% Overgrowth 4 Uses 2.0 Steam While equipped: Stats +4 Cun dps ---------- Steampwr +7 (+3 eff.) ----- def ----- HP.reg +0.50 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | hardened leather belt 'Toruchik' 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Defense +8 (+3 eff.) Resists +15% mind +5% arcane Phys.save +12 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +10 (+3 eff.) Proj.slow +20% Die.at -80.00 life Max.HP +40.00 A belt that goes around your waist. |
| In off hand | Artharach the dwarven-steel shield (16 def, 23 armour, 34-40.8 power, 80.5 block)7.0 T3 shield armor [Rare] Master When used to Attack: Power 34.0 - 40.8 Physical Uses 100% Cun Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +3.5% Block +80 While equipped: Stats +3 Str dps ---------- Res.pen +10% physical ----- def ----- Armour +23 Defense +16 (+5 eff.) Fatigue +8% Resists +18% fire ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Ivath the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Apr +1 ----- def ----- Defense +7 (+3 eff.) Resists +2% physical Phys.save +5 (+1 eff.) Die.at -80.00 life ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Innocent Blood (21 def, 38 armour) 9.0 T4 light armor [Unique] Disrupt/Master A part of set. While equipped: dps ---------- Melee Ret 40 physical ----- def ----- Armour +38 Hardiness +20% Defense +21 (+7 eff.) Fatigue +1% Resists +25% blight +25% fire Spell.save +21 (+7 eff.) ---------- misc Masteries +0.20 Cunning/Trapping This exceptionally well made leather armour has a charred smell to it, but it is completely undamaged. |
Inventory
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Lightpain0.1 T2 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +5% light +20% acid Melee Ret 6 light 2 lightning ----- def ----- Resists +14% blight +10% nature +3% light Poison- +28% Disease- +20% Amulets can have magical properties. |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+11 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Corrosion0.1 T1 ring jewelry [Unique] Arcane While equipped: dps ---------- Melee+ 5 acid Ranged+ 5 acid Dmg.mod +10% acid Melee Ret 5 acid ----- def ----- Resists +10% acid Corrosive Vapour: Level 1.0 Pwr.cost 30 out of 30/30. Range 8 Travel.spd instantaneous Is a spell Description: Corrosive fumes rise from the ground doing 3.55 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
Stormfront (30-45 power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
blazebringer's stralite battleaxe (47-70.5 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Nature Power 47.0 - 70.5 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +58 fire While equipped: dps ---------- All.spd +3% Res.pen +14% fire Massive two-handed battleaxes. |
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
hardened leather sling of enduring4.0 T3 sling 1H weapon [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +7 Con +7 Wil ----- def ----- Max.HP +34.00 Slings are used to hurl stones or metal shots at your foes. |
Elomira4.0 T4 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +800% On Crit.r2 +6 lightning +6 cold Uses 2.0 Steam While equipped: Stats +5 Str dps ---------- Phys.crit +2.0% Phys.pwr +8 (+3 eff.) Steampwr +13 (+5 eff.) Mov.spd +25% Dmg.mod +12% physical Res.pen +13% lightning +10% cold ----- def ----- Phys.save +6 (+1 eff.) HP.reg +2.00 ---------- misc Reload +4 Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed pouch of dwarven-steel shots of grasping (20/20, 43-51.6 power, 3 apr)3.0 T3 shot ammo [Ego++] Nature/Master Power 43.0 - 51.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +10.0% Capacity 20 On Hit: * 20% chance to create vines that bind the target to the ground dealing 123 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Wrathroot's Barkwood (9 def, 10 armour, 26.5-37.1 power, 60 block)7.0 T2 shield armor [Unique] Nature When used to Attack: Power 26.5 - 37.1 Physical Uses 150% Cun Acc+ +2.5% proc dam (max 250%) 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 +3 Block Masteries +0.10 Wild-curse/Treant aspect The barkwood of Wrathroot, made into roughly the shape of a shield. |
crackling stralite shield of the stars (0 def, 8 armour, 43-51.6 power, 138 block)7.0 T4 shield armor [Ego++] Arcane When used to Attack: Power 43.0 - 51.6 Physical Uses 100% Cun Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +138 Melee+ +14 lightning +14 light +11 darkness While equipped: Stats +4 Dex +5 Cun +6 Mag dps ---------- Dmg.mod +14% light +10% darkness Melee Ret 7 lightning ----- def ----- Armour +8 Fatigue +8% Resists +12% lightning +14% light +14% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
volcanic hardened leather armour (9 def, 13 armour)9.0 T3 light armor [Ego+] Nature While equipped: dps ---------- Melee+ 7 fire Ranged+ 7 fire ----- def ----- Armour +13 Defense +9 (+3 eff.) Fatigue +8% Resists +11% fire +16% physical A suit of armour made of leather. |
enlightening dwarven-steel mail armour of command (8 def, 13 armour)14.0 T3 heavy armor [Ego++] Psionic While equipped: Stats +5 Cun +3 Wil ----- def ----- Armour +13 Hardiness +0% Defense +8 (+3 eff.) Fatigue +12% Mind.save +31 (+10 eff.) A suit of armour made of mail. |
fortifying stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor [Ego+] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Max.HP +43.00 A suit of armour made of mail. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+8 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony +0.20 Wild-gift/Bark The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Dimwilder' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Mind.pwr +30 (+13 eff.) ----- def ----- Armour +1 Resists +3% darkness ---------- misc Equi/ret +0.04 Hate/m.crit +1.00 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 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. A pair of boots made of leather. |
traveler's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+1 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
Branuregodin the Hazefury (0 def, 3 armour)3.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Dmg.mod +9% arcane Res.pen +25% arcane Melee Ret 8 mind 6 cold ----- def ----- Armour +3 Fatigue +2% Phys.save +5 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 65.68 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
heroic hardened leather gloves of war-making (0 def, 6 armour)1.0 T2 hands armor [Ego++] Master While equipped: dps ---------- Phys.crit +8.0% Spell.crit +13% Mind.crit +8% Crit.mult +9.00% ----- def ----- Armour +6 Mind.save +5 (+1 eff.) Max.HP +50.00 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. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Beludil (5 def, 8 armour)1.5 T2 hands armor [Rare] Arcane While equipped: Stats +2 Str +5 Mag dps ---------- Crit.mult +10.00% Phys.pwr +5 (+2 eff.) Melee+ 10 darkness Dmg.mod +5% darkness ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +7% darkness ---------- misc Max.mana +20.00 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. |
Helm of the Slow (0 def, 8 armour)3.0 T1 head armor [Unique] Arcane While equipped: dps ---------- Mov.spd -10% ----- def ----- Armour +8 Fatigue +4% Resists +10% temporal +10% physical Pinning- +20% Why anyone would want to make a helm look like a snail is beyond you. |
Lisudheda the Tempestwinter (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Res.pen +10% lightning +25% fire +20% mind Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Armour +4 Fatigue +4% Resists +3% mind ---------- misc Stam/ret +0.90 Equi/ret +2.10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
5 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. |
5 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. |
5 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. |
4 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. |
3 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. |
2 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
2 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. |
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. |
3 alchemist citrine0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +1 When used in a prism: Prism beam range +1 Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 138] simple healing salve [power 138]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 138 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 (1/1)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. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By zulo the Cornac Annihilator level 12
1st Dusk 122nd year of Ascendancy at 14:48 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By zulo the Cornac Annihilator level 19
31st Dusk 122nd year of Ascendancy at 09:26 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By zulo the Cornac Annihilator level 10
3rd Mirth 122nd year of Ascendancy at 23:23 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By zulo the Cornac Annihilator level 20
33rd Dusk 122nd year of Ascendancy at 12:08 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By zulo the Cornac Annihilator level 20
34th Dusk 122nd year of Ascendancy at 06:38 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By zulo the Cornac Annihilator level 14
3rd Dusk 122nd year of Ascendancy at 09:31 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By zulo the Cornac Annihilator level 11
7th Mirth 122nd year of Ascendancy at 07:52 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By zulo the Cornac Annihilator level 18
29th Dusk 122nd year of Ascendancy at 10:28 see stats
Log
Sleeping Xanoldakira uses Ice Claw.
Dozing Lisydakira resists!
Sleeping Xanoldakira performs a melee critical strike against zulo!
Zulo is not dazed anymore.
Zulo shrugs off the effect 'Frozen'!
Sleeping Xanoldakira hits Dozing Lisydakira for (12 flat reduction), 86 cold (86 total damage).
Sleeping Xanoldakira hits zulo for (15 exoskeleton), 434 cold, (0 exoskeleton), 11 acid, (0 exoskeleton), 18 nature (462 total damage).
Melee retaliation hits Sleeping Xanoldakira for 8 fire, 9 cold, 7 lightning, 8 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane (40 total damage).
Melee retaliation hits Sleeping Xanoldakira for 4 cold damage.
Dozing Lisydakira uses Stunning Blow.
Zulo shrugs off the effect 'Stunned'!
Zulo shrugs off the effect 'Stunned'!
Dozing Lisydakira hits zulo for (0 exoskeleton), 71 physical, (0 exoskeleton), 78 physical (149 total damage).
Melee retaliation hits Dozing Lisydakira for (10 flat reduction), 0 fire, (9 flat reduction), 0 cold, (7 flat reduction), 0 lightning, (8 flat reduction), 0 arcane, (1 flat reduction), 0 fire, (1 flat reduction), 0 cold, (1 flat reduction), 0 lightning, (1 flat reduction), 0 arcane, (1 flat reduction), 0 fire, (1 flat reduction), 0 cold, (1 flat reduction), 0 lightning, (1 flat reduction), 0 arcane, (10 flat reduction), 0 fire, (9 flat reduction), 0 cold, (7 flat reduction), 0 lightning, (8 flat reduction), 0 arcane, (1 flat reduction), 0 fire, (1 flat reduction), 0 cold, (1 flat reduction), 0 lightning, (1 flat reduction), 0 arcane, (1 flat reduction), 0 fire, (1 flat reduction), 0 cold, (1 flat reduction), 0 lightning, (1 flat reduction), 0 arcane (0 total damage).
Zulo's Rocket Pod hits Dozing Lisydakira for (12 flat reduction), 0 fire, (11 flat reduction), 0 cold, (8 flat reduction), 0 lightning, (10 flat reduction), 0 arcane, (11 flat reduction), 0 fire, (10 flat reduction), 0 cold, (8 flat reduction), 0 lightning, (9 flat reduction), 0 arcane (0 total damage).
LIFE LOST WARNING!
There is a previous level here (press '' or right click to use).
Ember Scales hits zulo for (4 exoskeleton), 4 fire (4 total damage).
Burning Phosphorous from Zulo hits Sleeping Xanoldakira for 7 fire, 7 cold, 6 lightning, 6 arcane (25 total damage).
Burning Phosphorous from Zulo hits Dozing Lisydakira for (8 flat reduction), 0 fire, (7 flat reduction), 0 cold, (5 flat reduction), 0 lightning, (6 flat reduction), 0 arcane (0 total damage).
Sleeping Xanoldakira uses Rending Strike.
Sleeping Xanoldakira performs a melee critical strike against zulo!
Zulo shrugs off the effect 'Sunder Armour'!
Sleeping Xanoldakira hits zulo for (15 exoskeleton), 281 physical (281 total damage).
Melee retaliation hits Sleeping Xanoldakira for 8 fire, 9 cold, 7 lightning, 8 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane (40 total damage).
zulo the level 21 cornac annihilator was battered to death by Sleeping Xanoldakira on level 7 of Dreadfell.
Zulo deactivates Shock Grenade.
Zulo deactivates Rocket Pod.
Zulo deactivates Exoskeleton.















































































































