










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Timed Rest 1.7.0Adds a new command 'Rest for a specific number of turns', initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.7.4Official Expansion!Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.7.4Official Expansion!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! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 36 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by Yvabeth the dreaming white wolf at level 16 on the 58th Dusk 122nd year of Ascendancy at 05:21 -5 / 12Killed by Burb the snow giant champion at level 19 on the 79th Dusk 122nd year of Ascendancy at 17:15 Killed by Urkis, the High Tempest at level 21 on the 1st Haze 122nd year of Ascendancy at 07:03 Killed by Urkis, the High Tempest at level 21 on the 1st Haze 122nd year of Ascendancy at 09:00 Killed by Zuburithra the skeleton assassin at level 34 on the 6th Flare 123rd year of Ascendancy at 07:48 Killed by elder vampire at level 34 on the 9th Dusk 123rd year of Ascendancy at 15:27 Killed by Layydheba the grave wight at level 34 on the 9th Dusk 123rd year of Ascendancy at 15:27 Killed by Layydheba the grave wight at level 34 on the 16th Dusk 123rd year of Ascendancy at 15:40 Killed by Emurianne the skeleton warrior at level 34 on the 24th Dusk 123rd year of Ascendancy at 13:43 Killed by Layirin the armoured skeleton warrior at level 35 on the 68th Dusk 123rd year of Ascendancy at 08:58 Killed by Porann the orc fighter at level 36 on the 68th Dusk 123rd year of Ascendancy at 11:04 Killed by Yvywen the lesser vampire at level 36 on the 69th Dusk 123rd year of Ascendancy at 01:46 |
Primary Stats
| Strength | 21 (base 10) |
| Dexterity | 19 (base 10) |
| Constitution | 36 (base 36) |
| Magic | 76 (base 60) |
| Willpower | 19 (base 13) |
| Cunning | 64 (base 48) |
Resources
| Life | 518/518 |
| Mana | 380/380 |
| Soul | 10/11 |
| Healing Factor | 1.1979202340232 |
| Regeneration | 0.29948005850581 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -54.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 4 |
| Infravision | 8 |
| See Stealth | 37.390773745007 |
| See Invisible | 44.390773745007 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 35 |
| Crit Chance | 29% |
| APR | 31 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Physical | +23% |
| Cold | +75% |
| All | 0% |
| Darkness | +28% |
| Light | +9% |
| Lightning | +15% |
| Fire | +16% |
| Nature | +13% |
Offense: Damage Penetration
| Darkness | +59% |
| Lightning | +35% |
| Light | +30% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 30 (30%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 7 |
| Physical Save | 19 |
| Spell Save | 37 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 19%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 46%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 47%( 70%) |
| Physical | + 28%( 70%) |
| Temporal | + 17%( 70%) |
| Lightning | + 46%( 70%) |
| Mind | + 38%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 43%( 70%) |
Defense: Immunities
| Stun Resistance | 77% |
| Confusion Resistance | 13% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 466 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: 15 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 145 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 96 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Grave | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Spell / Spectre | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
| talent | Spikes of Decrepitude |
| talent | Hiemal Shield |
| talent | Erupting Shadows |
| 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 |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
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. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Emeldalaith the giant lightning ant. Escort: lost defiler (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by Salamira the skeleton warrior. Escort: lost warrior (level 6 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Magic by +5. | 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: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 499. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | 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 within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 (+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 | void-walker's alchemist's lamp of corpselight1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +5 (+2 eff.) ----- def ----- Resists +9% blight +5% cold +8% darkness +7% temporal Def/telep +12 Res/telep +14% Dur/telep +15% ---------- misc Light +4 Infravis +4 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 23 blight damage or heals 35 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | fearwoven cashmere wizard hat of lightning (+18%) (2 def, 0 armour)2.0 T3 head armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+3 eff.) Dmg.mod +12% lightning +12% physical +11% darkness ----- def ----- Defense +2 (+0 eff.) Resists +18% lightning +8% physical +10% darkness ---------- misc Max.hate +5.00 A pointy cloth hat, very wizardly... |
| Tool | Xeraseda [power 185] (13 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Armour +2 Resists +9% mind +6% darkness Die.at -40.00 life Max.HP +20.00 Disarm- +20% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 228 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +16% Acc +5 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Stun/Frz- +30% Blinding Speed: Puts all charms on 34 cooldown Level 2.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
| On fingers | Sewermalice0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +6 Str dps ---------- Crit.mult +20.00% Dmg.mod +13% nature Apr +5 Melee Ret 4 nature ----- def ----- Armour +4 Resists +26% nature +6% mind Die.at -80.00 life Rings make your fingers look great! |
| Around waist | hardened leather belt 'Dourqueller'1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% light Res.pen +25% darkness Melee Ret 4 mind 8 light On Hit (Melee): * 20% chance to reduce damage dealt by 20% * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +11 Resists +15% mind Create a temporary shield that absorbs 206 damage Puts all charms on 26 cooldown A belt that goes around your waist. |
| In main hand | magewarrior's short dragonbone magestaff of channeling (136% power, 6 apr, cold element)5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +8% Phys.pwr +11 (+5 eff.) Spell.pwr +38 (+10 eff.) Dmg.mod +30% cold Acc +12 (+4 eff.) ---------- misc Mana/turn +0.42 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic drakeskin leather gloves of archery (0 def, 9 armour)1.0 T4 hands armor [Ego++] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +8 (+3 eff.) Apr +9 ----- def ----- Armour +9 Mind.save +8 (+4 eff.) Max.HP +54.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | tormentor's cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Crit.mult +13.00% Dmg.mod +10% acid +11% physical +16% fire +10% cold ----- def ----- Resists +13% acid +11% physical +12% fire +14% cold +11% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | shadow elven-silk cloak of backstabbing (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Master While equipped: dps ---------- Crit.mult +22.00% Dmg.mod +17% darkness Res.pen +9% darkness Acc +12 (+4 eff.) Apr +11 ----- def ----- Defense +3 (+1 eff.) Resists +17% darkness Stealth +30 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Thunderravage'0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +1 Wil dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +3% lightning Res.pen +5% light +10% lightning Melee Ret 8 light 2 lightning ----- def ----- Resists +21% lightning Mind.save +7 (+3 eff.) Confus- +13% Stun/Frz- +47% Amulets make your neck look great! |
Inventory
Infusion of Wild Growth (rad 5; dur 10;)0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 57.24 physical damage and 105.17 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -225; dur 8; cd 30)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -225 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 225 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -338; dur 7; cd 34)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -338 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 338 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 5; phase 15; cd 16)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 15%, your defense is increased by 15 and all your resistances by 15%. 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 duelist (range 5; phase 12; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 12%, your defense is increased by 12 and all your resistances by 12%. 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. |
blink rune of the psychic (range 4; phase 14; cd 16)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Willpower stat. 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 sneak (range 6; phase 20; cd 14)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 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 20%, your defense is increased by 20 and all your resistances by 20%. 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. |
blink rune of the wizard (range 8; phase 23; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 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. |
Rune of the Rift (226.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 226.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 17; resist 23%; move 43%; dur 5; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 23% all resistance, you move 43% faster, and you are invisible (power 17). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 33; blocks 2; dur 4; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 33 up to 2 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Porariayakira0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Con ----- def ----- Armour +8 Defense +5 (+1 eff.) Resists +6% physical Confus- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
insulating copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% fire +12% cold Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
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." |
Emelilrana the Cracklesmash0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +25% lightning Melee Ret 10 lightning 10 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 * 20% chance to reduce armor by 38% ----- def ----- Resists +12% lightning ---------- misc Masteries +0.22 Spell/Spectre Amulets make your neck look great! |
gold amulet 'Olaromirak'0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Armour +6 Defense +8 (+2 eff.) Resists +18% temporal +13% light +15% darkness Res.Cap +4% all Phys.save +9 (+5 eff.) Mind.save +12 (+6 eff.) Blind- +30% Pinning- +25% Knockbk- +25% ---------- misc Equi/ret +0.08 Amulets make your neck look great! |
copper garnet ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all ----- def ----- Resists +11% acid +12% fire +12% lightning +12% cold Rings make your fingers look great! |
copper lapis lazuli ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
conjurer's steel ring of the mountain (+12%)0.1 T2 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +12% physical ----- def ----- Resists +12% physical Rings make your fingers look great! |
rogue's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Max.HP +24.00 Disarm- +24% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
steel ring 'Chamodig'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Str +4 Con dps ---------- Dmg.mod +13% mind +6% physical Res.pen +10% physical ----- def ----- Resists +21% lightning +13% mind +15% nature ---------- misc Light +2 Rings make your fingers look great! |
steel ring 'Narin'0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +14% darkness Melee Ret 8 arcane ----- def ----- Resists +6% cold +1% physical +28% darkness +6% mind Heal.mod +5% Blind- +20% Disease- +20% Disarm- +20% Rings make your fingers look great! |
steel ring of misery0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 7 physical Ranged+ 12 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 24 On Hit (Ranged): * 11% chance to reduce all saves and defense by 24 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 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! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +7 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 125% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Velorenne0.1 T3 ring jewelry [Random Unique] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Phys.pwr +8 (+4 eff.) Spell.pwr +14 (+4 eff.) Mind.pwr +8 (+4 eff.) Dmg.mod +13% darkness ----- def ----- Resists +6% nature +6% cold +9% mind +26% darkness Rings make your fingers look great! |
gold ring 'Gogondur'0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun dps ---------- Phys.pwr +8 (+4 eff.) Spell.pwr +25 (+7 eff.) Mind.pwr +14 (+6 eff.) Dmg.mod +14% acid +9% arcane +6% all ----- def ----- Resists +28% acid +9% nature +8% blight Poison- +16% Disease- +12% Rings make your fingers look great! |
psionicist's gold ring of light (+24%)0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% light ----- def ----- Resists +24% light Mind.save +8 (+4 eff.) Rings make your fingers look great! |
stralite ring of luminosity0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 22 light Ranged+ 14 light Dmg.mod +12% light Rings make your fingers look great! |
Penitence (111% power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Nature Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +3 (+1 eff.) ----- def ----- Resists +30% blight +30% darkness Affinity +20% darkness Spell.save +15 (+6 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 9 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
void walker's ash magestaff of invocation (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego++] Arcane 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: dps ---------- Spell.crit +2% Spell.pwr +12 (+3 eff.) S.pwr/crit +7 Dmg.mod +15% fire ----- def ----- Resists +7% darkness +7% temporal Def/telep +13 Res/telep +9% Dur/telep +10% ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 31.24 to 37.48 fire damage Puts all charms on 7 cooldown Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Hazefame' (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +10 Str +4 Dex dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +12% blight +20% fire +6% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Armour +6 Defense +7 (+2 eff.) ---------- misc Wards +2 fire Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff 'Growthkarma' (129% power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Random Unique] Nature Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +4% Spell.pwr +19 (+5 eff.) Dmg.mod +25% darkness +6% fire Res.pen +10% nature +5% fire On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Defense +21 (+7 eff.) Resists +3% nature +9% blight HP.reg +1.40 Heal.mod +26% ---------- misc Light +7 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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 7 that illuminates the area and deals 124.99 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. |
lifebinding dragonbone vilestaff of breaching (136% power, 6 apr, acid element)5.0 T5 staff 2H weapon [Ego++] Arcane/Nature Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +5% Spell.pwr +21 (+6 eff.) Dmg.mod +30% acid Res.pen +15% acid ----- def ----- HP.reg +1.20 Heal.mod +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel battleaxe 'Coalworm' (140% power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Rare] Master Power 140% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Cun dps ---------- Phys.crit +14.0% Mind.crit +2% Crit.mult +10.00% Dmg.mod +21% blight Res.pen +15% blight On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% Massive two-handed battleaxes. |
warbringer's stralite greatsword of shearing (162% power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego++] Master Power 162% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.pwr +13 (+6 eff.) Res.pen +10% physical +7% all Acc +14 (+5 eff.) Apr +14 ----- def ----- Disarm- +22% Massive two-handed swords. |
voratun greatsword of corruption (173% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Arcane Power 174% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 5 Massive two-handed swords. |
Voryba the dwarven-steel longsword (126% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Arcane Power 127% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +14 light Against +16% Undead While equipped: Stats +5 Str +7 Dex +3 Mag ----- def ----- Defense +15 (+5 eff.) Resists +9% light Die.at -80.00 life Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, long, and deadly. |
enhanced stralite dagger of enduring (133% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Nature Power 134% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +7 Str +3 Dex +7 Mag +16 Wil +7 Cun +17 Con ----- def ----- Max.HP +31.00 Sharp, short and deadly. |
quick stralite dagger of enduring (135% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Nature/Master Power 135% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +3 Dex +10 Wil +11 Con dps ---------- Phys.spd +10% Acc +12 (+4 eff.) ----- def ----- Max.HP +39.00 Sharp, short and deadly. |
arcing voratun dagger of crippling (148% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane/Master Power 149% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 99 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Sharp, short and deadly. |
warbringer's voratun dagger (147% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master Power 147% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +9 (+4 eff.) Res.pen +10% physical ----- def ----- Disarm- +17% Sharp, short and deadly. |
Focus Whip (118% power, 7 apr)3.0 T3 whip 1H weapon [Unique] Psionic Power 119% Range: 1.1x Uses 20% Wil, 10% Cun, 70% Dex Dmg Mind Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% On Crit: * Try to fry your enemies brain (25% chance to brainlock) While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+4 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 9 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
ash longbow 'Sleetwing'4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +20 cold +17 fire On Crit.r2 +20 cold While equipped: dps ---------- Dmg.mod +20% fire ----- def ----- Resists +20% light ---------- misc Reload +3 Longbows are used to shoot arrows at your foes. |
Samithad (0 def, 12 armour, 193.5 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Random Unique] Nature/Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil ----- def ----- Armour +12 Fatigue +8% Resists +3% acid +20% physical +9% light +15% blight +14% nature Shield.near.proj +78 Mind.save +9 (+4 eff.) Proj.slow +32% Max.HP +40.00 Heal.mod +10% ---------- misc Talents +1 Block Handheld deflection devices. |
Phlegmwaker the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +11% acid +11% physical +9% nature +10% cold On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Resists +16% acid +11% physical +21% cold +3% nature +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of Angolwen (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +10 (+3 eff.) S.pwr/crit +4 ----- def ----- Resists +9% all Silence- +29% ---------- misc Mana/turn +0.17 Psi/turn +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of fire (+25%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +17% fire ----- def ----- Resists +9% all +25% fire Mind.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Ebonykarma' (2 def, 3 armour)2.0 T2 cloth armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Con dps ---------- Dmg.mod +9% nature Res.pen +15% arcane +5% darkness ----- def ----- Armour +3 Defense +2 (+0 eff.) Resists +16% darkness +12% mind +9% all Phys.save +28 (+14 eff.) Spell.save +10 (+4 eff.) Mind.save +22 (+10 eff.) Poison- +21% Disease- +25% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +13 (+4 eff.) Dmg.mod +11% physical +13% temporal +8% all Res.pen +6% temporal +7% physical ----- def ----- Resists +11% all Anom.red +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +4% Spell.pwr +14 (+4 eff.) Mind.pwr +2 (+1 eff.) Dmg.mod +10% all ----- def ----- Resists +13% all Mind.save +21 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
duelist's reinforced leather armour (16 def, 11 armour)9.0 T4 light armor [Ego+] Master While equipped: Stats +7 Cun +6 Dex ----- def ----- Armour +11 Defense +16 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
Emada (34 def, 28 armour)9.0 T5 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Cun +6 Dex dps ---------- Phys.pwr +30 (+14 eff.) Melee+ 9 fire Ranged+ 8 fire ----- def ----- Armour +28 Defense +34 (+11 eff.) Fatigue +8% Resists +21% fire +8% arcane +22% physical Phys.save +9 (+5 eff.) Spell.save +18 (+7 eff.) ---------- misc Max.stam +20.00 A suit of armour made of leather. |
Shineguile the steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Master While equipped: Stats +6 Str dps ---------- Dmg.mod +24% acid +9% light Res.pen +25% blight Melee Ret 4 acid ----- def ----- Armour +9 Fatigue +22% Resists +9% physical +14% darkness +20% light ---------- misc Light +3 Track: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
steel plate armour 'Arthisandur' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Master While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +30 (+8 eff.) S.pwr/crit +10 ----- def ----- Armour +9 Fatigue +22% Resists +20% cold Spell.save +18 (+7 eff.) A suit of armour made of metal plates. |
Islogana the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +5 Str +2 Cun +4 Con dps ---------- Phys.pwr +8 (+4 eff.) Mind.pwr +2 (+1 eff.) ----- def ----- Resists +7% acid +12% darkness +5% arcane +9% blight Phys.save +15 (+8 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Ragyrim1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Armour +7 Defense +35 (+11 eff.) Resists +9% light Phys.save +17 (+9 eff.) Die.at -80.00 life Silence- +20% Confus- +20% A belt that goes around your waist. |
Emeloda the Hellgrinder (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) Dmg.mod +9% blight +3% fire ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Resists +3% acid Phys.save +3 (+2 eff.) HP.reg +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Alylarin the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Res.pen +15% acid ----- def ----- Defense +2 (+0 eff.) Resists +18% light +9% nature Phys.save +10 (+5 eff.) Mind.save +8 (+4 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak (2 def, 8 armour)2.0 T3 cloak armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +2 (+0 eff.) Resists +16% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flashstinger (10 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Str +2 Dex dps ---------- Res.pen +5% light +10% physical ----- def ----- Armour +1 Defense +10 (+3 eff.) Resists +6% lightning +6% temporal +3% physical A pair of boots made of leather. |
dreamer's pair of dwarven-steel boots of evasion (8 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +4 Defense +8 (+2 eff.) Fatigue +3% Phys.save +8 (+4 eff.) Spell.save +5 (+2 eff.) Mind.save +8 (+4 eff.) Evasion: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
grounding hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +10% lightning +6% temporal +13% cold ---------- misc Breathe water A cap made of leather. |
hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
hardened leather cap of ire (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Str +1 Con ----- def ----- Armour +3 Fatigue +3% Phys.save +6 (+3 eff.) Mind.save +8 (+4 eff.) Battle Cry: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 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. |
4 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. |
3 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. |
6 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. |
8 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. |
11 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
4 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. |
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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 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. |
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. |
2 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. |
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. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
394 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. |
Dazzleserpent2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str +4 Dex +1 Wil dps ---------- Melee Ret 4 light ----- def ----- Max.HP +41.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Xuyath'2.0 T1 lite [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.pwr +10 (+4 eff.) Res.pen +5% mind ----- def ----- Poison- +20% ---------- misc Light +6 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. |
bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +5 See.Stealth +6 See.Invis +6 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. |
bright alchemist's lamp of corpselight1.0 T3 lite [Ego+] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) ----- def ----- Resists +8% blight +10% darkness ---------- misc Light +6 Infravis +4 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 1.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 20 blight damage or heals 30 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Celia's Still Beating Heart2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 68 power out of 80/80 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
iron pickaxe 'Murkworm' (dig speed 19 turns)3.0 T1 digger tool [Rare] Psionic While equipped: Stats +1 Str dps ---------- Dmg.mod +7% fire +7% mind +6% darkness ----- def ----- Resists +15% mind Mind.save +19 (+9 eff.) Die.at -40.00 life Blind- +20% Poison- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Tempestrazor' (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +9% lightning ----- def ----- Resists +3% fire +10% nature +6% darkness Die.at -60.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 524.32 fire damage (based on Magic). Uses 43 power out of 64/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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. |
Polireta the Singeknight [power 240] (13 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +20% fire Acc +10 (+4 eff.) ----- def ----- Armour +6 Blast the opponent's mind dealing 240 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 100] (22 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 100 Armor: 0 All Resist: 0 Puts all charms on 22 cooldown Natural totems are made by powerful wilders to store nature power. |
Shimmerjeer the ash totem of thorny skin [power 26] (17 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +6% darkness Res.pen +20% lightning ----- def ----- Resists +27% lightning Harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Puts all charms on 17 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
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. |
Achievements
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Grandart the Higher Necromancer level 29
10th Regrowth 123rd year of Ascendancy at 04:41 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Grandart the Higher Necromancer level 33
4th Flare 123rd year of Ascendancy at 14:31 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Grandart the Higher Necromancer level 32
79th Regrowth 123rd year of Ascendancy at 12:07 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Grandart the Higher Necromancer level 10
15th Dusk 122nd year of Ascendancy at 05:38 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Grandart the Higher Necromancer level 34
60th Dusk 123rd year of Ascendancy at 19:39 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Grandart the Higher Necromancer level 25
45th Haze 122nd year of Ascendancy at 09:15 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Grandart the Higher Necromancer level 29
71st Haze 122nd year of Ascendancy at 11:37 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Grandart the Higher Necromancer level 19
79th Dusk 122nd year of Ascendancy at 12:44 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Grandart the Higher Necromancer level 28
66th Haze 122nd year of Ascendancy at 23:54 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Grandart the Higher Necromancer level 10
7th Flare 122nd year of Ascendancy at 05:18 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Grandart the Higher Necromancer level 20
79th Dusk 122nd year of Ascendancy at 18:48 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Grandart the Higher Necromancer level 30
32nd Regrowth 123rd year of Ascendancy at 12:46 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Grandart the Higher Necromancer level 25
45th Haze 122nd year of Ascendancy at 12:43 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Grandart the Higher Necromancer level 19
79th Dusk 122nd year of Ascendancy at 12:17 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Grandart the Higher Necromancer level 3
75th Pyre 122nd year of Ascendancy at 20:32 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Grandart the Higher Necromancer level 7
79th Pyre 122nd year of Ascendancy at 00:08 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Grandart the Higher Necromancer level 29
10th Regrowth 123rd year of Ascendancy at 04:41 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Grandart the Higher Necromancer level 17
64th Dusk 122nd year of Ascendancy at 15:18 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Grandart the Higher Necromancer level 22
9th Haze 122nd year of Ascendancy at 18:33 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Grandart the Higher Necromancer level 15
43rd Dusk 122nd year of Ascendancy at 15:37 see stats
Log
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Yvywen the lesser vampire killed Grandart!
Saving game...
Resting starts...
Talent Invoke Darkness is ready to use.
Grandart unleashes a blast of frostdusk as she crosses the veil!
Talent River of Souls is ready to use.
Talent Black Ice is ready to use.
Talent Chill of the Tomb is ready to use.
Talent Torture Souls is ready to use.
Talent Born into Magic is ready to use.
Talent Ghost Walk is ready to use.
Talent Consume Soul is ready to use.
Talent Erupting Shadows is ready to use.
Talent Spikes of Decrepitude is ready to use.
Grandart activates Spikes of Decrepitude.
Talent Rune: Shatter Afflictions is ready to use.
Grandart activates Erupting Shadows.
Talent Impending Doom is ready to use.
Talent Rune: Shielding is ready to use.
Talent Hiemal Shield is ready to use.
Grandart activates Hiemal Shield.
Talent Crepuscule is ready to use.
Talent Highborn's Bloom is ready to use.
Talent Wrath of the Highborn is ready to use.
Rested for 22 turns (stop reason: all resources and life at maximum).
Saving done.





































































































































