














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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: 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 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.0Official 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:
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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.0Official 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 | Higher |
| Class | Necromancer |
| Level / Exp | 29 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by Celia at level 28 on the 4th Regrowth 123rd year of Ascendancy at 17:49 4 / 2Killed by Nerirawen the worm that walks at level 29 on the 38th Regrowth 123rd year of Ascendancy at 02:12 |
Primary Stats
| Strength | 30 (base 10) |
| Dexterity | 19 (base 10) |
| Constitution | 41 (base 37) |
| Magic | 69 (base 60) |
| Willpower | 36 (base 20) |
| Cunning | 25 (base 19) |
Resources
| Life | 616/616 |
| Mana | 528/528 |
| Steam | 100/100 |
| Soul | 12/12 |
| Healing Factor | 1.5981403954778 |
| Regeneration | 14.303356539526 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 24.108545491274 |
| See Invisible | 24.108545491274 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 18 |
| Crit Chance | 20% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +11% |
| Fire | +13% |
| Physical | +13% |
| Cold | +46% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Mind | +20% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 49 (50%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 7 |
| Physical Save | 44 |
| Spell Save | 43 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 36%( 70%) |
| Arcane | + 34%( 70%) |
| Cold | + 66%( 70%) |
| All | + 24%( 70%) |
| Lightning | + 30%( 70%) |
| Light | + 26%( 70%) |
| Temporal | + 30%( 70%) |
| Mind | + 28%( 70%) |
| Fire | + 43%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 30% |
| Poison Resistance | 0% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| 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 445 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 88 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (311 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Spell / Grave | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of bones | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 have explored the Sandworm Lair and vanquished their Queen. * 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 Possessed. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | 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 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | quiver of ash arrows 'Nerenn' (16/16, 135% power, 7 apr)3.0 T2 arrow ammo [Random Unique] Master/Psionic Power 136% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +7 Crit +9.5% Capacity 16 Phasing +20% Ranged+ +4 blight +8 physical +8 arcane On Hit: * 20% chance to knock the target back 3 spaces and deal 150 physical damage On Crit: * Wound the target dealing 109 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | Hathyrosin the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +1 Dex +1 Con ----- def ----- Resists +3% light +6% blight Max.HP +43.00 ---------- misc Hate/m.crit +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | rough leather cap 'Tythad' (0 def, 1 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.pwr +15 (+6 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +17% cold Phys.save +15 (+5 eff.) Heal.mod +10% Silence- +30% ---------- misc Hate/m.crit +2.00 Breathe water A cap made of leather. |
| On hands | Brodilar (0 def, 2 armour) 1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +2 Dex +4 Wil +3 Con ----- def ----- Armour +2 Resists +6% cold +9% temporal Phys.save +15 (+5 eff.) Spell.save +9 (+3 eff.) Die.at -40.00 life Disarm- +102% ---------- misc Talents +3 Iron Grip Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron torque of psionic shield [power 23] (15/22 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Hazeriver the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +5 Dex dps ---------- Dmg.mod +6% cold +13% fire Res.pen +20% mind +10% cold ----- def ----- Armour +8 Resists +26% fire ---------- misc Max.stam +30.00 Rings make your fingers look great! |
| On fingers | warrior's copper ring of life0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +44.00 HP.reg +7.00 Heal.mod +12% Rings make your fingers look great! |
| Around neck | savior's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Phys.save +15 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +12 (+6 eff.) ---------- misc Mana/turn +0.19 Max.mana +24.00 Amulets make your neck look great! |
| In main hand | Ce'Nyvea the Viperwreath (111% power, 3 apr, cold element) 5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str +1 Mag dps ---------- Phys.crit +13.0% Spell.crit +4% Phys.pwr +7 (+4 eff.) Spell.pwr +18 (+6 eff.) Melee+ 15 arcane Dmg.mod +15% cold Acc +5 (+3 eff.) ----- def ----- Resists +9% nature ---------- misc Mana/turn +3.10 Max.mana +78.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 3 Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Brenodor 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Res.pen +5% physical ----- def ----- Armour +6 Fatigue -12% Phys.save +3 (+1 eff.) Die.at -40.00 life Disease- +20% ---------- misc Max.enc +30 Stam/turn +2.00 Max.stam +30.00 Create a temporary shield that absorbs 191 damage Puts all charms on 26 cooldown A belt that goes around your waist. |
| In off hand | steel shield 'Blacktickler' (0 def, 17 armour, 104 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil dps ---------- Mind.pwr +5 (+3 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +17 Fatigue +8% Mind.save +9 (+4 eff.) Max.HP +40.00 ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Voritta' (16 def, 4 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +4 Defense +16 (+8 eff.) Resists +6% acid +3% cold +6% mind Max.HP +30.00 ---------- misc Psi/ret +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stormwoven cashmere robe of life (0 def, 3 armour) 2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +11% lightning +13% physical +10% cold ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Resists +9% lightning +9% cold +10% blight +11% all Max.HP +52.00 HP.reg +1.70 Heal.mod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the wizard (efficiency 138% / cooldown 78%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 138% efficiency and cooldown mod of 78%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.1 steam per turn. Can be activated for an instant burst of 55 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, physical, blight, mind, acid)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: 4 lightning, 4 physical, 5 blight, 5 mind, 4 acid Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 6; phase 23; cd 19)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 39; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 39 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. |
shatter afflictions rune of the sneak (absorb 66; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 66 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 249; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 249 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Blindenvy the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +9 Str +3 Dex +4 Mag +4 Wil +4 Cun dps ---------- Dmg.mod +12% darkness Amulets make your neck look great! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 215 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Hathundil the Phlegmrip0.1 T2 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Dmg.mod +9% nature +9% fire Res.pen +5% acid +20% nature Melee Ret 2 fire On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Resists +12% nature +12% blight Poison- +23% Disease- +26% Amulets make your neck look great! |
Spiderwinnow0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.pwr +30 (+14 eff.) Dmg.mod +6% cold Res.pen +25% nature Acc +15 (+8 eff.) ----- def ----- Defense +20 (+10 eff.) Heal.mod +17% Cut- +50% Heal: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 222 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
cleansing copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Str ----- def ----- Resists +10% nature +10% blight Poison- +22% Disease- +20% Amulets make your neck look great! |
copper amulet 'Bregintir'0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Con +3 Mag dps ---------- Mind.crit +1% Mind.pwr +15 (+6 eff.) Res.pen +5% blight ---------- misc Infravis +3 See.Invis +12 Amulets make your neck look great! |
copper amulet 'Zuberin'0.1 T1 amulet jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +6% blight +6% fire ----- def ----- Armour +6 Resists +6% light +6% lightning Phys.save +18 (+6 eff.) Silence- +20% ---------- misc Infravis +2 Amulets make your neck look great! |
copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
mindweaver's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +1 Wil +2 Mag dps ---------- Mind.pwr +6 (+3 eff.) S.pwr/crit +2 ----- def ----- Mind.save +6 (+3 eff.) Confus- +13% ---------- misc Mana/turn +0.12 Max.mana +24.00 Amulets make your neck look great! |
steel amulet 'Scabwreck'0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +5% nature ----- def ----- Resists +11% light +14% darkness +6% nature Max.HP +20.00 Blind- +20% Poison- +20% Silence- +20% ---------- misc Infravis +1 Amulets make your neck look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Chamarim0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +15% mind Res.pen +20% mind +20% physical ----- def ----- Mind.save +9 (+4 eff.) Confus- +24% ---------- misc Hate/m.crit +3.00 Rings make your fingers look great! |
Dayquake0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +6 Cun +3 Con dps ---------- Dmg.mod +14% lightning +6% light +3% darkness Res.pen +10% darkness Acc +11 (+6 eff.) ----- def ----- Resists +28% lightning +12% light Spell.save +17 (+5 eff.) ---------- misc Max.stam +26.00 Rings make your fingers look great! |
Eludann the Tempestraider0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +3 Mag +3 Wil +5 Cun dps ---------- Melee+ 15 physical Ranged+ 8 physical Dmg.mod +15% lightning Melee Ret 6 mind 4 lightning On Hit (Melee): * 13% chance to reduce all saves and defense by 24 On Hit (Ranged): * 15% chance to reduce all saves and defense by 24 ----- def ----- Resists +6% lightning ---------- misc Hate/m.crit +2.00 Max.hate +6.00 See.Invis +9 Bleeding Edge: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
copper ring 'Duathel's kiss'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% nature Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Defense +5 (+3 eff.) Resists +20% nature +3% temporal ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
copper ring 'Malodethel'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Crit.mult +5.00% ----- def ----- Resists +1% physical +6% darkness +24% cold Phys.save +6 (+2 eff.) Heal.mod +5% Rings make your fingers look great! |
copper ring 'Prismtouch'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Dex +2 Con dps ---------- Mind.crit +2% Dmg.mod +10% lightning ----- def ----- Resists +20% lightning ---------- misc Equi/ret +0.20 Light +3 Rings make your fingers look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) Rings make your fingers look great! |
marksman's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+4 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +28% Rings make your fingers look great! |
pixie's steel ring of misery0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +3 Mag dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 7 physical Ranged+ 11 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 24 On Hit (Ranged): * 13% chance to reduce all saves and defense by 24 ---------- misc Hate/m.crit +1.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
psionicist's steel ring of darkness (+22%)0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Mind.save +6 (+3 eff.) Rings make your fingers look great! |
steel ring 'Arirarin'0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% mind +13% light +6% arcane Melee Ret 4 arcane 6 acid ----- def ----- Resists +26% light +12% mind Rings make your fingers look great! |
steel ring 'Strikemonster'0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +28% acid +12% mind +15% lightning Phys.save +3 (+1 eff.) Rings make your fingers look great! |
wizard's steel ring of light (+22%)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Spell.save +6 (+2 eff.) Rings make your fingers look great! |
Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 129% Range: 1.3x Uses 45% Dex, 10% Mag, 45% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.9 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 123.87 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
dwarven-steel dagger 'Blindprophet' (118% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Random Unique] Nature/Master Power 119% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 nature On Crit.r2 +6 lightning +20 cold While equipped: Stats +1 Cun +5 Wil dps ---------- Mind.crit +1% Mov.spd +30% Res.pen +11% lightning +11% cold +5% darkness +7% all Acc +11 (+6 eff.) Apr +8 On Hit (Melee): * 20% chance to reduce damage dealt by 20% Sharp, short and deadly. |
enhanced iron dagger of crippling (100% power, 5 apr)1.0 T1 dagger 1H weapon [Ego++] Nature/Master Power 100% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Str +4 Dex +3 Mag +4 Wil +3 Cun +3 Con dps ---------- Phys.crit +5.0% Sharp, short and deadly. |
Unrynik the Burnlace (146% power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 146% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 20% chance to reduce armor by 35% While equipped: Stats +11 Str +2 Wil dps ---------- Dmg.mod +9% fire ---------- misc Infravis +2 Massive two-handed mauls. |
Torchsnake (112% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 112% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% fire Acc +7 (+4 eff.) ----- def ----- Defense +7 (+4 eff.) Spell.save +9 (+3 eff.) Max.HP +80.00 Cut- +20% Disarm- +27% Stun/Frz- +20% Teleport- +20% Blunt and deadly. |
stralite mace 'Nerevena' (146% power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Random Unique] Nature/Master/Psionic Power 147% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +8 darkness Against +12% Living While equipped: Stats +9 Str +7 Dex +11 Mag +8 Wil +7 Cun +11 Con dps ---------- Spell.crit +6% Phys.pwr +8 (+4 eff.) Res.pen +9% physical ----- def ----- Disarm- +12% ---------- misc Infravis +3 Blunt and deadly. |
caller's thorny mindstar of storms (100% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature Power 100% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature 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 +4 Mag +2 Wil +3 Cun +4 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 7 lightning Dmg.mod +7% acid +6% physical +7% fire +7% lightning +7% cold Res.pen +5% acid +3% physical +6% fire +9% lightning +4% cold ----- def ----- Resists +5% lightning Heal/summ +27 ---------- misc Max.summ +2 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. |
protector's pulsing mindstar of frost (105% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Disrupt Power 106% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 8 cold Dmg.mod +8% cold Res.pen +5% cold ----- def ----- Armour +7 Resists +4% all +10% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic 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. |
Hanedin the ash starstaff (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +8% Crit.mult +10.00% Spell.pwr +9 (+3 eff.) Dmg.mod +15% darkness ----- def ----- Defense +7 (+4 eff.) Resists +3% cold +3% temporal +5% arcane +3% light Spell.save +6 (+2 eff.) HP.reg +0.70 Heal.mod +16% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 74.99 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Frozenwrack the dwarven-steel steamsaw (65% power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 121% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +52 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con dps ---------- Dmg.mod +6% cold Res.pen +25% light ----- def ----- Armour +10 Defense +6 (+3 eff.) Fatigue +8% Resists +12% acid +6% cold +6% light +9% nature Phys.save +9 (+3 eff.) Spell.save +15 (+5 eff.) ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel steamsaw of enduring (121% power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Nature/Steamtech Power 122% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +45 Uses 1.0 Steam While equipped: Stats +5 Con +8 Wil ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Max.HP +24.00 ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Adanne the Blizzardwasp (120% power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Psionic Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +8 cold On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Str dps ---------- Dmg.mod +27% cold Res.pen +20% cold ----- def ----- Phys.save +9 (+3 eff.) ---------- misc Stam/turn +2.00 One-handed war axes. |
Aerevea the Duatheltreason1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +9% arcane Res.pen +5% darkness ----- def ----- Fatigue +0% Resists +6% fire +6% cold Spell.save +9 (+3 eff.) ---------- misc Max.enc +0 Mana/turn +0.04 A belt that goes around your waist. |
rough leather belt 'Durorig'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Str +4 Cun +2 Con dps ---------- Dmg.mod +9% blight ----- def ----- Fatigue +0% Resists +6% blight +6% mind Crit.dmg- 5.00% ---------- misc Max.enc +0 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Darknaught the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +1 Mag +2 Cun +1 Con dps ---------- Acc +4 (+2 eff.) Apr +3 On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Defense +1 (+1 eff.) Resists +6% darkness ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Hellwild' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Dex +3 Mag +2 Wil +3 Con ----- def ----- Defense +1 (+1 eff.) Resists +12% fire Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blastbliss (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +3% lightning +12% temporal +24% darkness +9% all ----- def ----- Armour +0 Hardiness +0% Fatigue +0% Resists +6% lightning +36% darkness +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brandroar the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +2% Crit.mult +10.00% Spell.pwr +12 (+4 eff.) Dmg.mod +9% all Res.pen +10% blight Melee Ret 10 fire ----- def ----- Resists +9% blight +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Namas the woollen robe (3 def, 2 armour)2.0 T2 cloth armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Spell.pwr +30 (+10 eff.) ----- def ----- Armour +2 Defense +3 (+2 eff.) Resists +9% all Phys.save +18 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Winterpassion the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +9% cold +30% physical Res.pen +10% cold Acc +20 (+10 eff.) Melee Ret 4 cold ----- def ----- Resists +18% physical +11% all Die.at -60.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nerytira the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Con ----- def ----- Armour +3 Resists +5% arcane +18% fire Phys.save +16 (+5 eff.) Mind.save +15 (+7 eff.) HP.reg +4.00 Heal.mod +10% Disease- +20% Silence- +20% Teleport- +20% A pair of boots made of leather. |
Thundertouch (0 def, 9 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +15% lightning ----- def ----- Armour +9 Fatigue +2% Resists +3% temporal Spell.save +6 (+2 eff.) Max.HP +40.00 Heal.mod +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Glorolewyn' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Mag dps ---------- Phys.pwr +10 (+5 eff.) Apr +1 ----- def ----- Armour +1 Fatigue -5% Crit.dmg- 5.00% Phys.save +5 (+1 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
Glowbore the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +1 Cun +3 Con dps ---------- Phys.pwr +9 (+5 eff.) Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 24 ----- def ----- Armour +2 Fatigue +3% Resists +9% light ---------- misc See.Invis +9 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. |
Velotha the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Cun +4 Str dps ---------- Spell.crit +4% Crit.mult +5.00% Phys.pwr +10 (+5 eff.) Dmg.mod +9% arcane +6% mind ----- def ----- Armour +2 Spell.save +9 (+3 eff.) 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. |
hardened leather gloves of war-making (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: dps ---------- Phys.crit +12.0% Spell.crit +10% Mind.crit +10% Crit.mult +6.00% ----- def ----- Armour +2 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. |
heroic hardened leather gloves of magic (+3) (0 def, 5 armour)1.0 T2 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +5 Mind.save +7 (+3 eff.) Max.HP +51.00 Disarm- +0% 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. |
stone warden's rough leather gloves (0 def, 7 armour)1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +5 Con ----- def ----- Armour +7 Hardiness +6% Resists +5% physical 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. |
Betidanne the hardened leather cap (15 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Cun +4 Con dps ---------- Phys.pwr +30 (+14 eff.) ----- def ----- Armour +3 Defense +15 (+8 eff.) Fatigue +3% Resists +10% lightning +8% temporal +6% mind +2% physical ---------- misc Equi/ret +0.20 A cap made of leather. |
Fulagar (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Wil +4 Cun +5 Con dps ---------- Dmg.mod +11% nature Res.pen +10% acid ----- def ----- Defense +1 (+1 eff.) Resists +16% nature Silence- +0% ---------- misc Light +3 A pointy cloth hat, very wizardly... |
Isoriba (15 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Acc +5 (+3 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Defense +15 (+8 eff.) Fatigue +1% Resists +12% cold Max.HP +100.00 ---------- misc Light +3 Infravis +2 A hat made of leather. Very stylish. |
Plagueobeisance the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +18% nature Res.pen +10% nature ----- def ----- Armour +3 Fatigue +3% Resists +19% nature Spell.save +8 (+2 eff.) Max.HP +68.00 Heal.mod +14% Silence- +0% A hat made of leather. Very stylish. |
Velema the Flashwrither (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Dex dps ---------- Dmg.mod +15% mind +6% fire On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +4 Fatigue +4% Resists +18% cold +18% darkness +15% light ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed iron helm of strength (+5) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 78.5 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Dimrend' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +9% darkness +9% fire Res.pen +20% darkness Melee Ret 2 mind ----- def ----- Armour +1 Fatigue +1% Mind.save +3 (+1 eff.) Silence- +0% A cap made of leather. |
windwalling steel shield of the stars (0 def, 4 armour, 39.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Arcane/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Mag +2 Wil +3 Cun dps ---------- Dmg.mod +11% light +11% darkness ----- def ----- Armour +4 Fatigue +8% Resists +12% physical +10% light +11% darkness Shield.near.proj +23 Proj.slow +13% ---------- misc Talents +1 Block Handheld deflection devices. |
11 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. |
374 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 40 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 119% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
well-made focus lens0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Tinkers can be attached to normal items to improve them with steam power! |
Chamodogar the steel torque of gale force [power 155] (15/13 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +7 Cun dps ---------- Crit.mult +20.00% Dmg.mod +6% arcane ---------- misc Equi/ret +0.08 Max.hate +8.00 Project a gust of wind in a cone knocking enemies back 8 spaces and dealing 175 physical damage Puts all charms on 13 cooldown 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Kindlegrinder the dwarven-steel torque of mindblast [power 260] (15/13 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +25 (+9 eff.) Dmg.mod +12% blight Res.pen +15% blight ----- def ----- Resists +12% fire ---------- misc Psi/ret +0.08 Blast the opponent's mind dealing 260 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of gale force 'Emelarin' [power 245] (15/13 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- S.pwr/crit +2 Dmg.mod +9% arcane +3% blight Res.pen +5% blight ---------- misc Vim/s.crit +2.00 Project a gust of wind in a cone knocking enemies back 9 spaces and dealing 277 physical damage Puts all charms on 13 cooldown 100% to heal for 57. 100% to increase all damage penetration by 15% for 2 turns. 100% to gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Guldann [power 116] (15/13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Resists +6% temporal Die.at -40.00 life Cut- +10% Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Saleldawyn the yew totem of stinging [power 260] (15/13 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Dex +2 Con dps ---------- Mind.crit +5% Res.pen +20% acid ----- def ----- Crit.dmg- 10.00% Mind.save +9 (+4 eff.) ---------- misc Max.hate +4.00 Sting an enemy dealing 260 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Sulfurresolve the ash totem of stinging [power 212] (15/13 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% nature ----- def ----- Resists +9% light Crit.dmg- 5.00% Phys.save +6 (+2 eff.) Die.at -80.00 life Cut- +10% Sting an enemy dealing 212 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
Zihor the elm totem of stinging [power 116] (15/13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.crit +2.0% Crit.mult +30.00% Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
9 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. |
Hettudar [power 10] (15/13 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Phys.crit +4.0% Apr +5 ----- def ----- Die.at -40.00 life Confus- +20% ---------- misc Max.stam +30.00 Reveal the area around you, dispelling darkness (radius 10, power 73 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown 100% to heal for 48. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of clairvoyance 'Dourqueen' [power 10] (15/13 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +7 Mag dps ---------- Melee Ret 4 darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal ---------- misc Light +2 Reveal the area around you, dispelling darkness (radius 10, power 73 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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. |
13 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. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Sairas the Higher Necromancer level 18
45th Dusk 122nd year of Ascendancy at 13:26 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Sairas the Higher Necromancer level 22
2nd Haze 122nd year of Ascendancy at 00:21 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Sairas the Higher Necromancer level 10
8th Mirth 122nd year of Ascendancy at 10:19 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Sairas the Higher Necromancer level 20
77th Dusk 122nd year of Ascendancy at 18:38 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Sairas the Higher Necromancer level 22
45th Haze 122nd year of Ascendancy at 19:02 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Sairas the Higher Necromancer level 12
4th Dusk 122nd year of Ascendancy at 21:55 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Sairas the Higher Necromancer level 9
8th Mirth 122nd year of Ascendancy at 07:14 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Sairas the Higher Necromancer level 12
2nd Summertide 122nd year of Ascendancy at 21:35 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Sairas the Higher Necromancer level 17
32nd Dusk 122nd year of Ascendancy at 03:10 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Sairas the Higher Necromancer level 26
2nd Allure 123rd year of Ascendancy at 00:28 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Sairas the Higher Necromancer level 19
75th Dusk 122nd year of Ascendancy at 23:50 see stats
Log
Your shield crumbles under the damage!
The shield around Sairas crumbles.
Sairas has finished recovering.
Sairas's spell attains critical power!
Sairas is surging arcane power.
Worm Rot from Nerirawen the worm that walks hits Sairas for (44 absorbed), 0 blight, (44 absorbed), 0 acid (0 total damage).
Sairas hits Nerirawen the worm that walks for 106 darkness damage.
Spikes of Decrepitude hits Nerirawen the worm that walks for 11 cold, 7 darkness (18 total damage).
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Nerirawen the worm that walks uses Flurry.
Nerirawen the worm that walks performs a melee critical strike against Sairas!
Nerirawen the worm that walks casts Epidemic.
Nerirawen the worm that walks's spell attains critical power!
Sairas shrugs off Nerirawen the worm that walks's 'Epidemic'!
Sairas has temporarily forgotten Rune: Manasurge for 3 turns!
Sairas has temporarily forgotten Highborn's Bloom for 3 turns!
Nerirawen the worm that walks performs a melee critical strike against Sairas!
Nerirawen the worm that walks hits Sairas for 51 physical, 66 darkness, 28 blight, 41 physical, 6 blight, 67 darkness, 29 blight, 22 blight, 67 darkness, 29 blight, 18 blight, 6 blight, 68 darkness, 29 blight, 54 physical, 71 darkness, 30 blight, 36 physical, 6 blight, 71 darkness, 30 blight, 66 physical, 71 darkness (962 total damage).
Ruin hits Nerirawen the worm that walks for 12 healing, 12 healing, 12 healing, 13 healing, 13 healing, 13 healing (0 total damage) [76 healing].
Sairas the level 29 higher necromancer was shadowed to death by Nerirawen the worm that walks on level 3 of Lake of Nur.
A carrion worm mass bursts out of Sairas!
Sairas is free from the worm rot.
You have 4 life(s) left.
Armoured skeleton warrior is no longer out of phase.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Nerirawen the worm that walks killed Sairas!
Saving game...
Saving done.




















































































































































