









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/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. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Adventurer |
| Level / Exp | 22 / 66% |
| Size | big |
| Lifes / Deaths | Killed by Calanro the thalore at level 18 on the 51st Dusk 122nd year of Ascendancy at 09:15 1 / 4Killed by Garin the sandworm destroyer at level 22 on the 67th Dusk 122nd year of Ascendancy at 14:07 Killed by Garin the sandworm destroyer at level 22 on the 67th Dusk 122nd year of Ascendancy at 15:06 Killed by Arybrena the gigantic sandworm tunneler at level 22 on the 68th Dusk 122nd year of Ascendancy at 01:24 |
Primary Stats
| Strength | 52 (base 12) |
| Dexterity | 42 (base 13) |
| Constitution | 33 (base 12) |
| Magic | 64 (base 51) |
| Willpower | 26 (base 12) |
| Cunning | 55 (base 38) |
Resources
| Mana | 297/297 |
| Psi | 126/126 |
| Insanity | 44/100 |
| Life | 635/635 |
| Positive | 113/113 |
| Stamina | 193/193 |
| Paradox | 300 |
| Healing Factor | 1.1789294477288 |
| Regeneration | 0.2947323619322 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 54 |
| Accuracy | 44 |
| Crit Chance | 22% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Physical | +38% |
| Fire | +6% |
| Arcane | +12% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
| Physical | +14% |
Defense: Base
| Armour (hardiness) | 31 (41.65183292883%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 31 |
| Mental Save | 44 |
Defense: Resistances
| Lightning | + 30%( 70%) |
| Temporal | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 23% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 52% |
| Bleed Resistance | 100% |
| Stun Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 424 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 86 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: 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 62 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. |
Class Talents
| Technique / Pugilism | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Magical combat | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Unarmed training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Feed |
| talent | Beyond the Flesh |
| talent | Arcane Combat |
| talent | Striking Stance |
| talent | Thermal Shield |
| talent | Crystalline Focus |
| talent | Reality Smearing |
| talent | Kinetic Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed bear paw. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mysticism. 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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| Psionic focus | yew vilestaff 'Firebright' (120% power, 4 apr, physical element)5.0 T3 staff 1H weapon [Random Unique] 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: dps ---------- Spell.crit +7% Spell.pwr +9 (+3 eff.) Dmg.mod +6% fire +12% arcane +20% physical Res.pen +5% fire ----- def ----- Armour +5 Hardiness +6% Resists +5% arcane Phys.save +13 (+5 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+2 eff.) ---------- misc Mana/turn +0.15 Max.mana +41.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Light source | Neryrithra =Lite+6=2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Mag +4 Wil dps ---------- Dmg.mod +6% mind On Hit (Melee): * 20% chance to reduce armor by 36% ---------- misc Psi/ret +0.04 Max.psi +30.00 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. |
| On head | Gamina (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Dex +2 Wil +3 Cun dps ---------- Crit.mult +5.00% Mind.pwr +4 (+2 eff.) S.pwr/crit +2 ----- def ----- Armour +1 Fatigue +1% Die.at -40.00 life ---------- misc Max.vim +10.00 A hat made of leather. Very stylish. |
| Tool | Bregykor the steel torque of mindblast [power 170] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +7 Con dps ---------- Phys.crit +2.0% ----- def ----- Defense +30 (+9 eff.) ---------- misc Stam/turn +2.00 Blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Max.HP +25.00 Disarm- +22% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
| On fingers | warrior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str ----- def ----- Armour +6 Mind.save +6 (+2 eff.) Confus- +23% Rings make your fingers look great! |
| Around waist | Betibeth1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +4 (+2 eff.) On Hit (Melee): * 10 arcane resource burn * 10% chance to slow global speed by 49% ----- def ----- Defense +5 (+1 eff.) Resists +3% temporal Mind.save +6 (+2 eff.) Disarm- +20% A belt that goes around your waist. |
| Main armor | Belomira (18 def, 8 armour)9.0 T2 light armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +4 Str +4 Dex +4 Mag +8 Wil +10 Cun dps ---------- Dmg.mod +9% physical Acc +5 (+2 eff.) ----- def ----- Armour +8 Defense +18 (+6 eff.) Fatigue +7% Mind.save +25 (+8 eff.) Max.HP +34.00 ---------- misc Max.stam +30.00 A suit of armour made of leather. |
| On feet | pair of hardened leather boots 'Zubelerassra' (0 def, 6 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +8 Str +5 Con dps ---------- Dmg.mod +7% physical On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Armour +6 Fatigue -6% Resists +3% lightning +6% cold +3% temporal Phys.save +7 (+3 eff.) ---------- misc Max.enc +23 Infravis +2 Size +1 A pair of boots made of leather. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 126% Range: 1.4x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 100% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Cloak | linen cloak 'Hetturagen' (1 def, 0 armour) =Main=2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Apr +2 ----- def ----- Defense +1 (+0 eff.) Crit.chn- 15.00% Max.HP +31.00 Disarm- +10% ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +12% lightning Stun/Frz- +21% Amulets make your neck look great! |
Inventory
steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.1 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
biting gale rune of the warrior (damage 159; dur 4; cd 22)0.1 rune scroll [Ego] 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 direct a cone of chilling stormwind doing 159.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 680% over 10 turns; mana 34; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 680% for 10 turns (37 total) and instantly restoring 34 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 99; cd 11)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 99 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Touch0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Tundradash the copper amulet =Con+4=0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +4 Con +2 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +9% cold Res.pen +25% cold ----- def ----- Mind.save +6 (+2 eff.) Confus- +11% ---------- misc See.Invis +9 Amulets make your neck look great! |
Withering Orbs =Blind-Fight=0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Abyssstreaker'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Melee Ret 2 fire On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Resists +11% mind Confus- +20% ---------- misc See.Invis +6 Amulets make your neck look great! |
gold amulet of strength (+2)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
Charspiker0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +15% fire On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Resists +6% acid +9% darkness +6% blight +9% fire +9% cold Phys.save +10 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +12 (+4 eff.) Rings make your fingers look great! |
Murkcrypt the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +5% darkness Acc +6 (+2 eff.) ----- def ----- Resists +6% cold +12% fire Silence- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
marksman's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +6 See.Invis +7 Rings make your fingers look great! |
savage's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +12 (+6 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! |
wizard's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Blind- +22% ---------- misc Infravis +4 See.Stealth +7 See.Invis +5 Rings make your fingers look great! |
balanced dwarven-steel battleaxe of daylight (135% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane/Master Power 136% Range: 1.5x Uses 72% Wil Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 light Against +14% Undead While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +32% Massive two-handed battleaxes. |
hateful dwarven-steel battleaxe of corruption (137% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Arcane/Psionic Power 137% Range: 1.5x Uses 72% Wil Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +14 darkness Against +20% Living On Hit: 20% Curse of Defenselessness 3 Massive two-handed battleaxes. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 60% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
balanced steel dagger of evisceration (103% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 104% Range: 1.3x Uses 30% Wil, 30% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +6 (+2 eff.) Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +24% Sharp, short and deadly. |
hateful dwarven-steel dagger (115% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Psionic Power 115% Range: 1.3x Uses 30% Wil, 30% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 darkness Against +8% Living Sharp, short and deadly. |
thought-forged dwarven-steel dagger of erosion (117% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Nature/Psionic Power 117% Range: 1.3x Uses 30% Wil, 30% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +11 mind +10 nature On Hit: * 14% chance to reduce all saves and defense by 23 While equipped: Stats +3 Cun +2 Wil Sharp, short and deadly. |
Islareda (151% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 151% Range: 1.5x Uses 72% Wil Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +16 physical While equipped: Stats +4 Str +5 Dex +2 Mag +3 Wil dps ---------- Phys.crit +2.0% Phys.spd +10% Acc +19 (+7 eff.) ---------- misc Stam/turn +1.00 Massive two-handed mauls. |
blazebringer's steel longsword of persecution (110% power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Nature/Disrupt Power 110% Range: 1.4x Uses 60% Wil Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Against +10% Unnatural On Crit.r2 +18 fire While equipped: Stats +1 Wil dps ---------- All.spd +3% Res.pen +7% fire Sharp, long, and deadly. |
steel longsword 'Rhidrakhad' (111% power, 3 apr) =Con+8=3.0 T2 longsword 1H weapon [Random Unique] Nature/Master Power 111% Range: 1.4x Uses 60% Wil Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +8 Con +9 Wil dps ---------- Phys.crit +6.0% Crit.mult +5.00% ----- def ----- Spell.save +3 (+2 eff.) Max.HP +21.00 ---------- misc Vim/s.crit +2.00 Sharp, long, and deadly. |
Beludheda the vined mindstar (85% power, 18 apr, mind damage) =Cun+4/Con+2=3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +4 Cun +2 Con dps ---------- Spell.crit +4% Mind.crit +2% Crit.mult +12.00% Mind.pwr +4 (+2 eff.) Melee+ 6 lightning Dmg.mod +6% lightning Res.pen +9% lightning +5% blight ----- def ----- Resists +5% lightning Max.HP +12.00 HP.reg +0.70 ---------- misc Max.vim +10.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Freezespiker (94% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 95% 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% On Hit.r1 +12 cold On Crit.r2 +8 lightning While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +9% lightning +6% cold Melee Ret 4 cold ----- def ----- Resists +15% cold Phys.save +7 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+1 eff.) ---------- misc Equi/ret +1.30 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. |
Great Caller (100% power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 34 [Unique] Nature Power 100% Range: 1.1x Uses 30% Wil, 50% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
creative thorny mindstar of venom (96% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Crit.mult +11.00% Mind.pwr +6 (+3 eff.) Melee+ 6 acid Dmg.mod +6% acid Res.pen +5% acid ----- def ----- Resists +7% acid +10% blight HP.reg +3.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. It was hardened by the digestive sack. |
Flashblack (100% power, 2 apr, physical element) =Main=5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +3% lightning +10% physical Res.pen +15% lightning Acc +10 (+4 eff.) ----- def ----- Defense +26 (+8 eff.) Resists +3% nature ---------- 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 78.03 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. |
Mayussra the Frozenpierce (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Nature 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: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% fire Melee Ret 6 cold On Hit (Melee): * 20% chance to slow global speed by 49% * 20 arcane resource burn ----- def ----- Defense +7 (+2 eff.) Resists +3% blight +6% fire +9% temporal ---------- misc Light +4 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 105.09 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. |
Vorema (111% power, 3 apr, temporal element)5.0 T2 staff 1H weapon [Random Unique] Arcane/Nature/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: dps ---------- Phys.crit +7.0% Spell.crit +5% Phys.pwr +7 (+2 eff.) Spell.pwr +17 (+5 eff.) Dmg.mod +15% temporal Res.pen +5% arcane Acc +7 (+3 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Resists +6% lightning +3% physical HP.reg +2.00 ---------- misc Light +3 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 78.03 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. |
Kular4.0 T3 steamgun 1H weapon Reqs Steam Pool [Random Unique] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +7 Str dps ---------- Phys.pwr +12 (+4 eff.) Res.pen +15% mind Acc +6 (+2 eff.) On Hit (Ranged): * 20% chance to slow global speed by 49% ----- def ----- Spell.save +3 (+2 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Gorain the Treeschism (65% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Rare] Nature/Steamtech Power 117% Range: 1.5x Uses 60% Wil Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 Melee+ +8 lightning Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 acid Melee Ret 9 acid 8 nature ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +12% fire Mind.save +12 (+4 eff.) Max.HP +140.00 ---------- 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! |
dwarven-steel steamsaw of vileness (125% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Arcane/Steamtech Power 125% Range: 1.5x Uses 60% Wil Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Melee+ +7 blight On Hit: * 14% chance to reduce strength, dexterity, and constitution by 26 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- 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! |
Rimerend =Con+3=1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Str +3 Con dps ---------- Phys.crit +3.0% Mind.pwr +2 (+1 eff.) Dmg.mod +6% cold Acc +10 (+4 eff.) Melee Ret 2 cold ----- def ----- Phys.save +5 (+2 eff.) A belt that goes around your waist. |
Arada the linen cloak (1 def, 2 armour) =Con+4=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Dex +4 Con dps ---------- Phys.crit +1.0% Res.pen +5% mind ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +9% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception =Deception=1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) =Con+5=2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+5 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. |
cashmere robe 'Smearthorn' (0 def, 0 armour) =Silence-26%=2.0 T3 cloth armor [Random Unique] Arcane While equipped: Stats +4 Wil +5 Mag dps ---------- Spell.crit +3% Spell.pwr +8 (+2 eff.) S.pwr/crit +4 Dmg.mod +8% temporal +13% physical Res.pen +10% temporal +15% nature +8% physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +11% all Spell.save +19 (+9 eff.) Anom.red +10 Silence- +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betheseth (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +5 Fatigue +2% Resists +5% lightning +5% temporal +6% light +3% nature Die.at -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
pair of iron boots 'Tarrutohell' (0 def, 3 armour) =Silence-20%=3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Armour +3 Fatigue +2% Resists +7% lightning +6% temporal +3% light Spell.save +6 (+3 eff.) Disease- +20% Silence- +20% Pinning- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of strife (0 def, 3 armour) =Con+3=3.0 T1 feet armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +5% physical ----- def ----- Armour +3 Fatigue +2% Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. 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 'Tundraspire' (0 def, 1 armour) =Lite+2=2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +4 Dex +3 Wil +2 Cun +6 Lck ----- def ----- Armour +1 Resists +6% cold Stealth +6 ---------- misc Light +2 A pair of boots made of leather. |
Belulatharion (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 10 fire Dmg.mod +6% fire ----- def ----- Armour +2 Resists +9% acid +7% fire +5% arcane +15% cold Die.at -80.00 life Poison- +10% Def/telep +10 Res/telep +10% Dur/telep +10% Unarmed combat: Power 113% Range: 1.1x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Crit.r2 +8 fire On Hit: 10% Fire Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Rootrupture (0 def, 2 armour) =Alt=1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Dex dps ---------- Melee+ 8 darkness Dmg.mod +5% darkness Acc +19 (+7 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 23 * 20% chance to slow global speed by 49% ----- def ----- Armour +2 Fatigue +3% Resists +7% darkness Phys.save +6 (+3 eff.) Mind.save +8 (+2 eff.) Disarm- +24% Unarmed combat: Power 123% Range: 1.4x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +12 Apr +9 Crit +16.0% Atk.spd 100% On Hit: 20% Moonlight Ray 3 On Hit: 10% Perfect Control 3 On Hit: * 8% chance to reduce damage dealt by 19% Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +3 Dex +4 Cun ----- def ----- Armour +2 Fatigue +3% Phys.save +5 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 118% Range: 1.4x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +5 Apr +9 Crit +12.0% Atk.spd 100% On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. |
heroic hardened leather gloves (0 def, 6 armour)1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +6 Mind.save +7 (+2 eff.) Max.HP +44.00 Unarmed combat: Power 122% Range: 1.1x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +3.0% Atk.spd 125% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 9 cold Dmg.mod +5% cold ----- def ----- Armour +2 Fatigue +3% Resists +6% cold Unarmed combat: Power 128% Range: 1.4x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +6 ice On Hit: 10% Ice Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Duridunarerin the hardened leather cap (0 def, 7 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- On Hit (Melee): * 10% chance to reduce armor by 36% ----- def ----- Armour +7 Fatigue +3% Mind.save +6 (+2 eff.) Heal.mod +20% Cut- +10% Confus- +20% A cap made of leather. |
Emelyna (0 def, 1 armour) =Con+4=2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Con ----- def ----- Armour +1 Fatigue +1% Resists +3% temporal +14% light +11% darkness Spell.save +3 (+2 eff.) A hat made of leather. Very stylish. |
Glidann (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Str +4 Dex +3 Con dps ---------- Mind.pwr +20 (+8 eff.) Dmg.mod +13% acid +12% mind ----- def ----- Defense +2 (+0 eff.) Resists +19% acid A pointy cloth hat, very wizardly... |
Hailvengeance the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Res.pen +15% darkness Melee Ret 6 mind 2 cold ----- def ----- Armour +3 Fatigue +3% Resists +21% cold +15% light +15% darkness ---------- misc Max.hate +4.00 A cap made of leather. |
Loreruintir the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Mind.crit +5% Mind.pwr +20 (+8 eff.) Dmg.mod +15% cold ----- def ----- Defense +2 (+0 eff.) Resists +9% fire +22% cold ---------- misc Max.stam +30.00 A pointy cloth hat, very wizardly... |
Tyran the linen wizard hat (11 def, 0 armour) =Stun-20%=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Defense +11 (+3 eff.) Resists +16% acid +1% physical Confus- +10% Pinning- +20% Stun/Frz- +20% A pointy cloth hat, very wizardly... |
mindwoven cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +2% Mind.pwr +7 (+3 eff.) ----- def ----- Defense +2 (+0 eff.) ---------- misc Psi/turn +0.13 A pointy cloth hat, very wizardly... |
Kuhek (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Mind.crit +4% Crit.mult +10.00% On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +15% acid +3% mind ---------- misc Hate/m.crit +4.00 A suit of armour made of leather. |
Pitchspitter the cured leather armour (6 def, 4 armour)9.0 T2 light armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +17% acid +11% light +20% darkness Spell.save +6 (+3 eff.) Mind.save +3 (+1 eff.) Die.at -60.00 life Stun/Frz- +10% Teleport- +10% A suit of armour made of leather. |
Voriwe the Glintrigor (16 def, 11 armour)9.0 T2 light armor [Random Unique] Master/Psionic While equipped: Stats +6 Cun +4 Dex dps ---------- Dmg.mod +9% mind Res.pen +15% mind +25% light ----- def ----- Armour +11 Defense +16 (+5 eff.) Fatigue +7% Resists +17% acid Mind.save +10 (+3 eff.) ---------- misc Light +1 A suit of armour made of leather. |
cured leather armour of Eyal (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +26.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of leather. |
enlightening hardened leather armour of stability (9 def, 6 armour)9.0 T3 light armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +5% physical Phys.save +13 (+5 eff.) Mind.save +13 (+4 eff.) A suit of armour made of leather. |
rejuvenating hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +36.00 HP.reg +5.00 Heal.mod +11% ---------- misc Stam/turn +1.10 A suit of armour made of leather. |
rejuvenating hardened leather armour of Toknor (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% HP.reg +2.60 ---------- misc Stam/turn +1.40 A suit of armour made of leather. |
volcanic hardened leather armour of lightning resistance (9 def, 13 armour)9.0 T3 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee+ 7 fire Ranged+ 5 fire ----- def ----- Armour +13 Defense +9 (+3 eff.) Fatigue +8% Resists +15% lightning +16% fire +13% physical A suit of armour made of leather. |
quiver of yew arrows of wind (23/23, 138% power, 10 apr)3.0 T3 arrow ammo [Ego] Nature Power 138% Range: 1.4x Uses 30% Wil, 42% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 23 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 153 physical damage Arrows are used with bows to pierce your foes to death. |
7 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. |
259 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. |
2 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 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. |
2 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 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Noonminister the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +1 Wil dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +25% mind Melee Ret 4 mind ---------- misc Spell.cld 10% Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Lightninglore' (dig speed 15 turns)3.0 T3 digger tool [Rare] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +6% lightning +8% fire +9% mind Res.pen +10% darkness +25% nature Melee Ret 6 lightning ----- def ----- Resists +9% nature +15% lightning Mind.save +7 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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. |
6 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 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Freezebane1.0 T3 lite [Rare] Master While equipped: dps ---------- Res.pen +10% all Apr +8 ----- def ----- Armour +4 Resists +15% mind +3% cold Cut- +20% ---------- misc Max.psi +20.00 Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
brass lantern 'Swampshaper' =Main=2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +1 Dex +3 Cun dps ---------- On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Resists +9% acid Crit.chn- 5.00% Phys.save +6 (+3 eff.) Heal.mod +13% ---------- 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. |
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. |
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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
soothing dwarven-steel torque of mindblast [power 225] (15 cooldown)2.0 T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 238 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 46. Torques are made by powerful psionics to store psionic powers. |
cleansing elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
3 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. |
Murkbreak [power 116] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% nature ----- def ----- Resists +3% lightning Mind.save +9 (+3 eff.) Max.HP +60.00 Knockbk- +10% Create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (133 total damage) Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
11 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. |
4 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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Veoran the Skeleton Adventurer level 18
30th Dusk 122nd year of Ascendancy at 18:10 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Veoran the Skeleton Adventurer level 21
58th Dusk 122nd year of Ascendancy at 00:10 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Veoran the Skeleton Adventurer level 20
57th Dusk 122nd year of Ascendancy at 17:50 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Veoran the Skeleton Adventurer level 10
3rd Summertide 122nd year of Ascendancy at 01:35 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Veoran the Skeleton Adventurer level 20
56th Dusk 122nd year of Ascendancy at 19:20 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Veoran the Skeleton Adventurer level 22
68th Dusk 122nd year of Ascendancy at 02:37 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Veoran the Skeleton Adventurer level 6
4th Mirth 122nd year of Ascendancy at 15:30 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Veoran the Skeleton Adventurer level 9
9th Mirth 122nd year of Ascendancy at 15:40 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Veoran the Skeleton Adventurer level 21
58th Dusk 122nd year of Ascendancy at 09:24 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Veoran the Skeleton Adventurer level 15
3rd Dusk 122nd year of Ascendancy at 11:32 see stats
Log
Lore found: song of the sands
The unstable sand tunnel collapses!
Talent Rune: Shatter Afflictions is ready to use.
Veoran is no longer surging arcane power.
Talent Greater Weapon Focus is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Flurry of Fists is ready to use.
Talent Re-assemble is ready to use.
Resting starts...
Veoran retunes the fabric of spacetime.
Talent Bone Armour is ready to use.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Spacetime feels more stable.
The unstable sand tunnel collapses!
Rested for 77 turns (stop reason: all resources and life at maximum).

























































































































