Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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:
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Skirmisher |
Level / Exp | 32 / 6% |
Size | medium |
Lifes / Deaths | Killed by Xanylaith the giant red ant at level 24 on the 27th Haze 122nd year of Ascendancy at 16:34 4 / 2Killed by Rreaho at level 29 on the 16th Regrowth 123rd year of Ascendancy at 11:20 |
Antimagic | Follower |
Primary Stats
Strength | 23 (base 14) |
Dexterity | 60 (base 52) |
Constitution | 41 (base 37) |
Magic | 12 (base 10) |
Willpower | 46 (base 22) |
Cunning | 69.904413774181 (base 33) |
Resources
Life | 777/777 |
Psi | 158/158 |
Stamina | 248/248 |
Equilibrium | 48 |
Healing Factor | 1.6281403954778 |
Regeneration | 15.504773094692 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +96.353718395664% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 7 |
See Stealth | 61.022919707185 |
See Invisible | 67.022919707185 |
Offense: Mainhand
Damage | 78 |
Accuracy | 57 |
Crit Chance | 24% |
APR | 67 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 6 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 44% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Nature | +50% |
Fire | +3% |
Arcane | +6% |
Cold | +27% |
All | 0% |
Offense: Damage Penetration
Temporal | +10% |
Mind | +15% |
Fire | +5% |
Nature | +30% |
Defense: Base
Armour (hardiness) | 36.333955552641 (79.774270420742%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 27 |
Mental Save | 37 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 47%( 70%) |
Physical | + 38%( 70%) |
Cold | + 47%( 70%) |
All | + 27%( 70%) |
Lightning | + 50%( 70%) |
Light | + 49%( 70%) |
Temporal | + 36%( 70%) |
Fire | + 29%( 70%) |
Nature | + 67%( 70%) |
Defense: Immunities
Pinning Resistance | 24% |
Bleed Resistance | 20% |
Confusion Resistance | 22% |
Stun Resistance | 43% |
Disarm Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 423 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 532% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Cunning / Trapping | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Skirmisher - Slings | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Apply Poison |
talent | Pace Yourself |
talent | Trained Reactions |
talent | Volatile Poison |
talent | Psiblades |
talent | Numbing Poison |
talent | Antimagic Shield |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the lost defiler from death by Ce'Nebeth the degenerated skeleton warrior. Escort: lost defiler (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by snow giant boulder thrower. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Xanylaith the giant red ant. Escort: lost sun paladin (level 4 of Old Forest) | failed |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 4. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed length of troll intestine. * You've found the needed pouch of luminous horror dust. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | Summertide Phial Summertide Phial1.0 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.(103 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Bethamira the iron helm (0 def, 3 armour) =wasser= Bethamira the iron helm (0 def, 3 armour) =wasser=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str dps ---------- Acc +30 (+8 eff.) Apr +1 ----- def ----- Armour +3 Fatigue +5% Resists +7% cold Phys.save +6 (+2 eff.) ---------- misc Stam/turn +1.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Spellhunt Remnants (4 def, 5 armour) Spellhunt Remnants (4 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+3 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+1 eff.) Spell.save +10 (+5 eff.) Max.HP +80.00 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 voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tool | steel torque of clear mind 'Tulusandil' [power 2] (17 cooldown) steel torque of clear mind 'Tulusandil' [power 2] (17 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Defense +5 (+1 eff.) Resists +3% fire Phys.save +6 (+2 eff.) Cut- +20% Stun/Frz- +20% Knockbk- +20% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Elawen Elawen0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Resists +6% nature +15% lightning Spell.save +3 (+1 eff.) Rings make your fingers look great! |
On fingers | psionicist's copper ring of clarity psionicist's copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +9 (+4 eff.) Confus- +22% Rings make your fingers look great! |
Around neck | Ragizilarath the Torchkiller Ragizilarath the Torchkiller0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +3% fire Res.pen +5% fire ----- def ----- Fatigue -5% Resists +16% lightning +13% temporal +9% blight HP.reg +2.00 Pinning- +24% Stun/Frz- +23% Knockbk- +20% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
In main hand | Arybreda (13-14 power, 66 apr, nature damage) Arybreda (13-14 power, 66 apr, nature damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic Power 13.0 - 14.3 Nature Uses 99% Wil, 59% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +66 Crit +4.5% Atk.spd 100% Melee+ +4 mind On Crit.r2 +4 mind While equipped: Stats +10 Cun dps ---------- Mind.crit +6% Crit.mult +12.00% Mind.pwr +28 (+7 eff.) Res.pen +15% mind ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Max.hate +8.00 Max.psi +22.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | rough leather belt 'Salavea' rough leather belt 'Salavea'1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +4 Dex +6 Cun +6 Lck ----- def ----- Crit.chn- 15.00% Stealth +6 ---------- misc T.Disarm +5 Infravis +6 See.Invis +6 A belt that goes around your waist. |
In off hand | stralite shield 'Arostir' (0 def, 8 armour, 50-60 power, 141 block) stralite shield 'Arostir' (0 def, 8 armour, 50-60 power, 141 block)7.0 T4 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 50.0 - 60.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +141 On Hit.r1 +14 fire While equipped: Stats +2 Mag dps ---------- Melee+ 7 fire Dmg.mod +6% arcane Res.pen +10% temporal Melee Ret 9 fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Fatigue +8% Resists +18% blight +15% physical +14% nature ---------- misc Mana/s.crit +2.00 Talents +1 Block Handheld deflection devices. |
Cloak | Hailwrecker (7 def, 0 armour) Hailwrecker (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Defense +7 (+2 eff.) Phys.save +6 (+2 eff.) Die.at -20.00 life HP.reg +2.00 Heal.mod +15% Disarm- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
healing infusion of the duelist (heal 178; cd 13) healing infusion of the duelist (heal 178; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 178 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the duelist (heal 187; cd 13) healing infusion of the duelist (heal 187; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 187 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 190; cd 10) healing infusion of the sneak (heal 190; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 190 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 541%; cd 13) movement infusion of the titan (speed 541%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 541% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 210; 12 cd) regeneration infusion of the titan (heal 210; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 210 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 203; 13 cd) regeneration infusion of the titan (heal 203; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 203 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Daneth's Neckguard Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Halidin the Tidetrail Halidin the Tidetrail0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Cun +3 Wil dps ---------- Melee Ret 2 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +12% mind +6% cold Confus- +20% Amulets make your neck look great! |
The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Far-Hand The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 25 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (106). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
grounding steel amulet of perfection (0.10 Technique / Mobility,0.10 Technique / Combat training) grounding steel amulet of perfection (0.10 Technique / Mobility,0.10 Technique / Combat training)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +23% ---------- misc Masteries +0.10 Technique/Mobility +0.10 Technique/Combat training Amulets make your neck look great! |
Emylaith the gold ring Emylaith the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +13% acid +10% fire ----- def ----- Resists +26% acid +29% fire +6% light Max.HP +20.00 Disarm- +22% Pinning- +20% Knockbk- +32% Rings make your fingers look great! |
copper ring 'Flashrock' copper ring 'Flashrock'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% lightning +3% acid Res.pen +5% lightning On Hit (Melee): * 20% chance to reduce armor by 11% ----- def ----- Armour +6 Resists +3% light +3% acid Rings make your fingers look great! |
sneakthief's copper ring sneakthief's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +7 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
Swordbreaker (25-32 power, 20 apr) Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
caustic voratun dagger of massacre (46-59 power, 9 apr) caustic voratun dagger of massacre (46-59 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Nature/Master Power 45.5 - 59.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +7 acid +16 nature While equipped: dps ---------- Res.pen +16% acid +5% nature Apr +9 Sharp, short and deadly. |
Bloomsoul (8-9 power, 13 apr, nature damage) Bloomsoul (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 2.5 Pwr.cost 28 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 30 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
creative thorny mindstar of storms (9-10 power, 24 apr, nature damage) creative thorny mindstar of storms (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +2 Dex +3 Mag +3 Wil +5 Cun +3 Con dps ---------- Mind.crit +3% Crit.mult +5.00% Mind.pwr +6 (+2 eff.) Melee+ 6 lightning Dmg.mod +7% lightning Res.pen +9% lightning ----- def ----- Resists +6% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
projecting thorny mindstar of sand (8-9 power, 24 apr, nature damage) projecting thorny mindstar of sand (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 6 physical Dmg.mod +10% lightning +7% physical +5% cold +8% fire Res.pen +6% physical ----- def ----- Resists +7% physical ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Jetcrypt (28-40 power, 4 apr) Jetcrypt (28-40 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Random Unique] Nature/Master Power 28.5 - 39.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +4 darkness On Hit.r1 +4 darkness On Crit.r2 +7 acid +5 nature While equipped: Stats +8 Str +8 Dex +6 Mag +5 Wil +6 Cun +8 Con dps ---------- Res.pen +11% acid +12% nature Apr +8 One-handed war axes. |
Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
noble's hardened leather belt noble's hardened leather belt1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +5 Wil dps ---------- Against +23% Summoned ----- def ----- D.Red.from +26% Summoned A belt that goes around your waist. |
rough leather belt 'Forestweeper' rough leather belt 'Forestweeper'1.0 T1 belt armor [Rare] Master While equipped: Stats +7 Str +1 Con ----- def ----- Resists +6% fire +3% nature +6% cold ---------- misc See.Invis +6 A belt that goes around your waist. |
Ebonysage the woollen robe (0 def, 0 armour) Ebonysage the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +2 Cun +4 Dex dps ---------- Mind.pwr +25 (+7 eff.) Dmg.mod +6% darkness +15% physical ----- def ----- Resists +15% physical +9% all Crit.chn- 5.00% ---------- misc Hate/m.crit +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tempestrigor the linen robe (0 def, 0 armour) Tempestrigor the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +3 Mag +5 Cun +1 Con dps ---------- Dmg.mod +11% cold ----- def ----- Resists +3% lightning +16% cold +3% light +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots 'Lorithad' (0 def, 3 armour) pair of iron boots 'Lorithad' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +1 Mag +5 Cun +1 Con dps ---------- Dmg.mod +9% mind ----- def ----- Armour +3 Fatigue +2% HP.reg +2.00 Heal.mod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Betibeth (0 def, 2 armour) Betibeth (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +4 Dex +3 Cun dps ---------- Spell.crit +3% S.pwr/crit +6 Dmg.mod +6% arcane Phasing +20% ----- def ----- Armour +2 Phys.save +8 (+3 eff.) ---------- misc Mana/turn +0.08 Mana/s.crit +1.00 Cooldown Double Strike -1 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. |
Rhular (0 def, 2 armour) Rhular (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Acc +15 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +3% blight +9% temporal +3% light HP.reg +2.00 Cut- +20% Knockbk- +10% 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. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
rough leather gloves 'Bleakripper' (5 def, 1 armour) rough leather gloves 'Bleakripper' (5 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +2 Dex +5 Con dps ---------- Crit.mult +5.00% Melee+ 6 cold Dmg.mod +4% cold On Hit (Melee): * 10% chance to reduce damage dealt by 28% ----- def ----- Armour +1 Defense +5 (+1 eff.) Resists +5% cold 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. |
Eilinurerimira (0 def, 1 armour) Eilinurerimira (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Str +1 Dex +4 Wil dps ---------- Crit.mult +15.00% Phys.pwr +7 (+4 eff.) Mind.pwr +5 (+2 eff.) Res.pen +10% physical Melee Ret 4 mind ----- def ----- Armour +1 Fatigue +1% Resists +6% physical Phys.save +5 (+2 eff.) A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
5 agate 5 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. |
351 alchemist agate 351 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
9 aquamarine 9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Unrolegar' (dig speed 40 turns) iron pickaxe 'Unrolegar' (dig speed 40 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +4 Con dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 34 ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Falisus Falisus2.0 T1 lite [Rare] Master While equipped: Stats +5 Str +1 Wil +4 Con dps ---------- Mind.crit +2% On Hit (Melee): * 20% chance to reduce all saves and defense by 34 ---------- misc Psi/ret +0.08 Max.psi +50.00 Light +7 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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 137 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. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Wind Worn Shot (25/25, 39-47 power, 15 apr) Wind Worn Shot (25/25, 39-47 power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Telekinetic Core Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+2 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 4.5 Pwr.cost 13 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 88 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Persistent Will Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 17 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
ash totem of stinging 'Eclipseripper' [power 200] (11 cooldown) ash totem of stinging 'Eclipseripper' [power 200] (11 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Cun +7 Str dps ---------- Dmg.mod +6% darkness ---------- misc Light +3 See.Invis +12 Sting an enemy dealing 300 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 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. |
3 quartz 3 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. |
8 ametrine 8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine 10 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. |
10 zircon 10 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. |
Achievements
By Rreaho the Cornac Skirmisher level 22
9th Haze 122nd year of Ascendancy at 17:27 see stats
By Rreaho the Cornac Skirmisher level 22
5th Haze 122nd year of Ascendancy at 04:50 see stats
By Rreaho the Cornac Skirmisher level 28
15th Regrowth 123rd year of Ascendancy at 08:06 see stats
By Rreaho the Cornac Skirmisher level 23
25th Haze 122nd year of Ascendancy at 10:52 see stats
By Rreaho the Cornac Skirmisher level 29
20th Regrowth 123rd year of Ascendancy at 03:58 see stats
By Rreaho the Cornac Skirmisher level 21
66th Dusk 122nd year of Ascendancy at 17:02 see stats
By Rreaho the Cornac Skirmisher level 32
40th Regrowth 123rd year of Ascendancy at 05:41 see stats
By Rreaho the Cornac Skirmisher level 10
6th Mirth 122nd year of Ascendancy at 16:40 see stats
By Rreaho the Cornac Skirmisher level 20
64th Dusk 122nd year of Ascendancy at 15:47 see stats
By Rreaho the Cornac Skirmisher level 30
29th Regrowth 123rd year of Ascendancy at 01:15 see stats
By Rreaho the Cornac Skirmisher level 25
48th Haze 122nd year of Ascendancy at 12:57 see stats
By Rreaho the Cornac Skirmisher level 30
29th Regrowth 123rd year of Ascendancy at 05:08 see stats
By Rreaho the Cornac Skirmisher level 9
3rd Mirth 122nd year of Ascendancy at 17:01 see stats
By Rreaho the Cornac Skirmisher level 28
14th Regrowth 123rd year of Ascendancy at 18:02 see stats
By Rreaho the Cornac Skirmisher level 12
1st Flare 122nd year of Ascendancy at 15:41 see stats
By Rreaho the Cornac Skirmisher level 29
27th Regrowth 123rd year of Ascendancy at 17:28 see stats
By Rreaho the Cornac Skirmisher level 19
63rd Dusk 122nd year of Ascendancy at 08:00 see stats
Log
Preparing Poison Gas Trap (instant trigger)
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Rreaho uses Trap Mastery.
starting trap selection dialog
Preparing Springrazor Trap
--------------------------------
Resting starts...
Rreaho regains balance.
Talent Springrazor Trap is ready to use.
Talent Poison Gas Trap is ready to use.
Rested for 7 turns (stop reason: all resources and life at maximum).
--------------------------------
Rreaho activates a prepared device.
Placing Poison Gas Trap...
--------------------------------
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
--------------------------------
Resting starts...
Talent Poison Gas Trap is ready to use.
Rested for 8 turns (stop reason: all resources and life at maximum).
--------------------------------
Saving game...
Saving done.