
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Sun's Vengeance Shader 1.7.4Adds a full-screen shader for the Sun's Vengeance proc. Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Items Vault 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Mage Knight 1.7.0Adds 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. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Earth Mage 1.7.2Adds the Earth Mage as a mage class that combines earth magics with wild gifts. Mana and equilibrium are their resources and their most important stat is Magic followed by Willpower and Constitution. https://github.com/Werekracken/tome-earthmage -- generic -- class Spell / Lapidary: Living Stone - Sustained Liquefaction - Activated Rejuvenation - Activated Cleansing Crystals - Activated ---Changelog v1.0.1 Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Phantom Warrior Class 1.7.4Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Higher |
Class | Phoenix Knight |
Level / Exp | 19 / 6% |
Size | medium |
Lifes / Deaths | Killed by naga myrmidon at level 19 on the 12nd Dusk 122nd year of Ascendancy at 05:24 / 1 |
Primary Stats
Strength | 55 (base 37) |
Dexterity | 11 (base 10) |
Constitution | 11 (base 10) |
Magic | 58 (base 47) |
Willpower | 16 (base 12) |
Cunning | 13 (base 10) |
Resources
Life | -241/414 |
Essence | 25/100 |
Healing Factor | 1.2697162075846 |
Regeneration | 24.442036996004 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 5 |
Infravision | 2 |
See Invisible | 3 |
Offense: Mainhand
Damage | 100 |
Accuracy | 46 |
Crit Chance | 22% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Light | +16% |
Fire | +18% |
All | 0% |
Offense: Damage Penetration
Fire | +25% |
Acid | +5% |
Defense: Base
Armour (hardiness) | 28 (66%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 14 |
Physical Save | 31 |
Spell Save | 33 |
Mental Save | 23 |
Defense: Resistances
Blight | + 6%( 70%) |
Arcane | + 7%( 70%) |
Cold | + 2%( 66%) |
All | 0%( 70%) |
Physical | + 4%( 70%) |
Darkness | + 22%( 70%) |
Light | + 72%( 76%) |
Temporal | + 6%( 70%) |
Lightning | + 12%( 70%) |
Mind | + 9%( 70%) |
Fire | + 49%( 76%) |
Nature | + 3%( 70%) |
Defense: Immunities
Bleed Resistance | 28% |
Confusion Resistance | 10% |
Fear Resistance | 28% |
Instadeath Resistance | 100% |
Blind Resistance | 29% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 390 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Phoenix Ascendance | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Spell / Phoenix Burn | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Glory Rising | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Weapons Master | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat Casting | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Flexible Combat Training | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Effects
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 lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed sandworm tooth. 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 green worm. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed vial of squid ink. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Con ----- def ----- Armour +5 Fatigue +2% Resists +6% fire +9% mind +6% cold Crit.dmg- 10.00% Die.at -20.00 life Max.HP +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% fire Res.pen +5% acid +25% fire ----- def ----- Armour +2 Fatigue +3% Resists +12% darkness HP.reg +3.00 ---------- misc Stam/turn +0.60 Max.stam +19.00 Unarmed combat: Power 21.0 - 29.4 Physical Uses 0% Cun, 0% Str, 120% Mag 0% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Phys.crit +3.0% Crit.mult +5.00% Mind.pwr +4 (+2 eff.) Apr +2 Melee Ret 2 arcane ----- def ----- Armour +3 Fatigue +5% Phys.save +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% fire ----- def ----- Defense +15 (+8 eff.) Fatigue -4% Resists +3% light +6% temporal Confus- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Around waist | ![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Main armor | ![]() 17.0 T1 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Fatigue +16% Resists +15% fire +11% light +10% darkness A suit of armour made of metal plates. |
In main hand | ![]() 3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 30.0 - 48.0 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +7 fire Massive two-handed swords. |
Light source | ![]() 1.0 T1 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.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +4.0% Phys.pwr +2 (+0 eff.) Dmg.mod +6% light ----- def ----- Defense +6 (+3 eff.) Fatigue -3% Die.at -40.00 life ---------- misc Infravis +1 See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Fatigue -5% Resists +3% nature +12% lightning HP.reg +1.00 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 physical, 4 arcane, 5 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 43 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +15% light ----- def ----- Phys.save +6 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +5 (+2 eff.) ---------- misc Mana/turn +0.14 Max.mana +37.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+4 eff.) Dmg.mod +20% physical +20% temporal +20% darkness +20% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% darkness ----- def ----- Resists +11% darkness +7% temporal Def/telep +9 Res/telep +5% Dur/telep +9% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 battleaxe 2H weapon [Normal] Power 11.5 - 17.2 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Ego+] Psionic Power 23.0 - 34.5 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed battleaxes. |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 5.0 T1 greatmaul 2H weapon [Ego] Master/Psionic Power 26.0 - 39.0 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +10 darkness Against +7% Living Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Arcane/Master Power 37.5 - 56.2 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +7 fire Massive two-handed mauls. |
![]() 3.0 T2 trident 2H weapon [Ego] Arcane/Master Power 26.5 - 42.4 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 135 damage over 5 turns and reducing armor and accuracy by 17 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 trident 2H weapon [Ego] Nature/Master Power 27.5 - 44.0 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +28% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 trident 2H weapon [Ego] Arcane/Master Power 28.5 - 45.6 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +17 Crit +2.5% Atk.spd 100% Phasing +17% While equipped: dps ---------- Acc +12 (+4 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +31% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 trident 2H weapon [Ego] Nature Power 28.0 - 44.8 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +14 nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 trident 2H weapon [Ego] Master/Psionic Power 39.5 - 63.2 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +16 mind On Hit: * 14% chance to reduce all saves and defense by 22 While equipped: Stats +2 Cun +5 Wil A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 3.0 T4 waraxe 1H weapon [Ego+] Master Power 28.5 - 39.9 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical Acc +12 (+4 eff.) Apr +7 One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Arcane/Psionic Power 13.0 - 16.9 Physical Uses 0% Dex, 100% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 cold On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego] Arcane Power 18.5 - 24.1 Physical Uses 0% Dex, 100% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +6.0% Atk.spd 100% Phasing +10% On Crit: * Splash the target with acid dealing 135 damage over 5 turns and reducing armor and accuracy by 17 Sharp, short and deadly. |
![]() 4.0 T4 longbow 2H weapon Reqs Shoot [Ego+] Master Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: dps ---------- Res.pen +14% all Acc +15 (+5 eff.) Apr +14 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 longbow 2H weapon Reqs Shoot [Ego+] Master Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: dps ---------- Res.pen +8% all Acc +17 (+6 eff.) Apr +9 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Nature Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +9 Con +7 Wil ----- def ----- Max.HP +15.00 ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 130 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Rare] Nature Power 32.0 - 44.8 Physical Uses 0% Str, 120% Mag, 0% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 17 Ranged+ +9 nature On Hit.r1 +20 nature On Crit.r2 +8 nature +4 darkness +16 light On Hit: * 20% chance to slow global speed by 48% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Ego++] Arcane/Master Power 35.0 - 42.0 Physical Uses 0% Dex, 120% Mag, 0% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 17 On Hit: 20% Curse of Impotence 3 On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Ego++] Master/Psionic Power 50.0 - 60.0 Physical Uses 0% Dex, 120% Mag, 0% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +10.5% Capacity 20 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 29.0 - 34.8 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +162 On Hit.r1 +4 temporal On Crit.r2 +20 physical While equipped: Stats +6 Con dps ---------- Phys.crit +3.0% ----- def ----- Armour +12 Fatigue +8% Resists +3% blight Phys.save +8 (+4 eff.) ---------- misc Stam/turn +2.00 Talents +1 Block Handheld deflection devices. |
![]() 9.0 T1 light armor [Rare] Nature While equipped: Stats +1 Str +2 Wil dps ---------- Res.pen +15% light Acc +20 (+7 eff.) ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Max.HP +24.00 HP.reg +2.00 Heal.mod +11% ---------- misc Psi/ret +0.12 Max.psi +30.00 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego++] Nature/Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 5 fire Ranged+ 5 fire ----- def ----- Armour +20 Defense +15 (+8 eff.) Fatigue +8% Resists +12% fire +10% physical Mind.save +13 (+6 eff.) A suit of armour made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% nature Spell.save +3 (+1 eff.) Max.HP +32.00 Pinning- +10% Teleport- +20% A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego++] Master/Psionic While equipped: Stats +2 Dex +3 Wil +5 Cun dps ---------- Mind.crit +5% Acc +4 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% light Res.pen +10% acid +20% arcane +10% light ----- def ----- Armour +3 Resists +12% light ---------- misc Stam/turn +0.50 Max.stam +13.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Mov.spd +25% Apr +3 ----- def ----- Armour +3 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +2 (+1 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 15% chance to evade melee and ranged attacks and 5 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Apr +7 ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.70 Max.stam +10.00 Unarmed combat: Power 7.5 - 8.2 Physical Uses 0% Dex, 0% Cun, 120% Mag 0% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +7 arcane On Crit.r2 +6 arcane On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Melee+ 6 blight Dmg.mod +3% blight ----- def ----- Armour +1 Fatigue +1% Resists +5% blight Unarmed combat: Power 11.0 - 15.4 Physical Uses 0% Dex, 0% Cun, 120% Mag 0% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +5 blight On Hit: 20% Soul Rot 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 6 darkness Dmg.mod +3% darkness ----- def ----- Armour +1 Fatigue +1% Resists +5% darkness Unarmed combat: Power 13.0 - 18.2 Physical Uses 0% Dex, 0% Cun, 120% Mag 0% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 20% Moonlight Ray 1 On Hit: * 5% chance to reduce damage dealt by 18% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 19 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +10 (+5 eff.) Unarmed combat: Power 22.0 - 30.8 Physical Uses 0% Dex, 0% Cun, 120% Mag 0% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: * 18 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Ego] Psionic While equipped: ----- def ----- Defense +2 (+1 eff.) ---------- misc Equi/ret +0.70 Psi/ret +0.70 Hate/ret +1.70 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +5 Dex +2 Mag +4 Cun dps ---------- Res.pen +10% acid ----- def ----- Armour +3 Fatigue +3% Resists +15% darkness ---------- misc Infravis +7 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Apr +4 ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con dps ---------- Res.pen +25% lightning Melee Ret 4 acid ----- def ----- Armour +4 Fatigue +4% Resists +15% mind +6% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Defense +15 (+8 eff.) Resists +3% mind Crit.dmg- 5.00% Phys.save +6 (+3 eff.) Max.HP +20.00 HP.reg +4.00 Heal.mod +11% ---------- 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. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- 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. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +1 Wil dps ---------- Mind.pwr +15 (+7 eff.) ----- def ----- Defense +10 (+5 eff.) HP.reg +4.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Hate/m.crit +5.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 338 Puts all charms on 15 cooldown 100% to increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Cerya the Higher Phoenix Knight level 10
4th Mirth 122nd year of Ascendancy at 06:18 see stats
By Cerya the Higher Phoenix Knight level 13
3rd Summertide 122nd year of Ascendancy at 03:46 see stats
By Cerya the Higher Phoenix Knight level 13
2nd Flare 122nd year of Ascendancy at 02:11 see stats
By Cerya the Higher Phoenix Knight level 17
9th Dusk 122nd year of Ascendancy at 05:55 see stats
Log
Cerya's armour is damaged!
Talent Eldritch Strike is ready to use.
Talent Solar Blast is ready to use.
Talent Wings of Battle is ready to use.
Talent Whirlwind Strike is ready to use.
Poison from Naga myrmidon hits Cerya for (70 absorbed) damage.
Cerya hits Naga myrmidon for 70 reflected damage.
Cerya reflects damage back to Naga myrmidon!
Poison from Naga myrmidon hits Cerya for 0 nature damage.
Cerya performs a melee critical strike against Naga myrmidon!
Cerya hits Naga myrmidon for 43 physical, 0 arcane, 6 fire, 7 light, 4 fire, 8 physical, 0 arcane, 6 fire, 7 light, 4 fire (84 total damage).
Your shield crumbles under the damage!
Naga myrmidon hits Cerya for (52 absorbed) damage.
Cerya hits Naga myrmidon for 52 reflected damage.
Cerya reflects damage back to Naga myrmidon!
The shield around Cerya crumbles.
Naga myrmidon hits Cerya for (2 shrugged off), 90 physical, 9 blight (100 total damage).
Naga myrmidon casts Epidemic.
Cerya shrugs off Naga myrmidon's 'Epidemic'!
Melee retaliation hits Naga myrmidon for 1 arcane damage.
Poison from Naga myrmidon hits Cerya for (2 shrugged off), 68 nature (68 total damage).
Cerya hits Naga myrmidon for 36 physical, 0 arcane, 6 fire, 9 light, 4 fire, 10 physical, 0 arcane, 6 fire, 9 light, 4 fire (85 total damage).
Naga myrmidon hits Cerya for (4 shrugged off), 147 physical, 9 blight (156 total damage).
Melee retaliation hits Naga myrmidon for 1 arcane damage.
Talent Light of Healing is ready to use.
Poison from Naga myrmidon hits Cerya for (2 shrugged off), 68 nature (68 total damage).
Naga myrmidon killed Cerya!
Cerya the level 19 higher phoenix knight was treehugged to death by a naga myrmidon on level 3 of Lake of Nur.