
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon
- allows adventurer to use talents from classes that don't spawn on randbosses
- still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents
Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree
- allows the adventurer to use every talents, including monster only and debug talent trees.
- tends to have issues with classes from other addons due to the way it loads their data.
Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer
- my own adventurer skill addon.
- allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character.
- use this one if you use addons that add new classes/races and want their talents on an adventurer
Note : use only one of those three. They are not compatible with eachother Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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 | Cornac |
| Class | Adventurer |
| Level / Exp | 20 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by Bethotha the great wolf at level 11 on the 19th Dusk 122nd year of Ascendancy at 19:39 4 / 1 |
Primary Stats
| Strength | 12 (base 12) |
| Dexterity | 13 (base 12) |
| Constitution | 14 (base 12) |
| Magic | 46 (base 40) |
| Willpower | 38 (base 36) |
| Cunning | 20 (base 20) |
Resources
| Mana | 344/344 |
| Life | 557/557 |
| Positive | 77/77 |
| Hate | 41/110 |
| Soul | 8/8 |
| Healing Factor | 1.3272895330003 |
| Regeneration | 6.9682700482518 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -993 |
| Infravision | 3 |
| Stealth | 41 |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 22 |
| Crit Chance | 8% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +9% |
| Lightning | +12% |
| Acid | +15% |
| Darkness | +18% |
| Blight | +15% |
| Arcane | +4% |
| Fire | +30% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +26% |
| Cold | +5% |
| Temporal | +36% |
Defense: Base
| Armour (hardiness) | 9 (45%) |
| Defense | 4 |
| Ranged Defense | 4 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 29 |
| Mental Save | 23 |
Defense: Resistances
| Blight | + 17%( 70%) |
| Physical | + 17%( 70%) |
| Mind | + 12%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 18%( 70%) |
| Light | + 37%( 70%) |
| Temporal | + 23%( 70%) |
| Fire | + 40%( 70%) |
| Lightning | + 36%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
| Bleed Resistance | 10% |
| Blind Resistance | 63% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: EtherealUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: 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 21% all resistance, you move 35% faster, and you are invisible (power 11). Its effects scale with your Cunning 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 119 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: 19 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 44 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. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 124.60 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 Dexterity stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Undead drake | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Spell / Necrosis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Calamity | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Jinxed Touch |
| talent | Spikes of Decrepitude |
| talent | Raze |
| talent | Searing Sight |
| talent | Stealth |
| talent | Gloom |
| talent | Chant of Fortress |
| talent | Call Shadows |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by devourer. Escort: lost warrior (level 1 of Ruins of Kor'Pul) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | scholar's pair of rough leather boots of void walking (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: offense ------ Spellpower +4 (+2 eff.) Ignore resists +11% darkness +11% temporal defense ------ Armor +1 Resistance +10% darkness +10% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +11% Out-of-Phase Resilience +10% A pair of boots made of leather. |
| Light source | Arthiromivor the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Resistance +6% lightning +2% physical +6% light Physical save +3 (+1 eff.) Unlife -20.00 life Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- 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 | linen wizard hat 'Issemathel' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Physical Crit +2.0% Physical Power +10 (+5 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 defense ------ Defense +1 (+1 eff.) Resistance +3% mind Crit Resistance 5.00% Spell save +6 (+3 eff.) Unlife -40.00 life A pointy cloth hat, very wizardly... |
| Tool | elm wand of conjuration 'Murkgasher' [power 105] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% darkness Ignore resists +15% darkness When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 defense ------ Resistance +6% fire Fire a magical bolt dealing 136 fire damage Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +6 (+3 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | mule's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +6 (+3 eff.) Spellpower +6 (+2 eff.) Mindpower +5 (+1 eff.) defense ------ Fatigue -4% other ------- Encumbrance +21 Rings make your fingers look great! |
| Around waist | grounding rough leather belt of life1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +6% lightning +5% temporal Life Regen +0.70 Healmod +12% A belt that goes around your waist. |
| In main hand | Tundraveil the ash starstaff (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Critical power +11.00% Spellpower +12 (+4 eff.) Damage +15% blight +15% fire +15% darkness +15% acid Ignore resists +5% cold +25% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) other ------- Vim-on-crit +2.00 Max vim +13.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves 'Getohek' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +3 Mag +2 Wil +2 Con offense ------ Damage +4% arcane defense ------ Armor +1 Mind save +6 (+3 eff.) other ------- Max stamina +10.00 Max hate +10.00 Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-hit +6 arcane On-crit, radius 2 +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | woollen robe 'Adurawen' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: offense ------ Damage +12% lightning +15% fire defense ------ Resistance +18% lightning +22% fire +9% blight +9% all Life +47.00 Life Regen +4.30 Healmod +12% Blind Resist +20% Silence Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Isiyatta the Spiderrune (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +9% nature On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Defense +1 (+1 eff.) Spell save +3 (+1 eff.) Life +93.00 Healmod +5% other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Cinderarc'0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +1 Dex defense ------ Resistance +6% fire Physical save +3 (+1 eff.) Life +100.00 Cut Resist +10% other ------- Masteries +0.12 Psionic/Solipsism Amulets make your neck look great! |
Inventory
steam generator implant (steam 4)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 25 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.. |
wild infusion of the duelist (res 19%; mental; dur 3; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune (damage 87; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 87.40 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 627% over 10 turns; mana 31; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 627% for 10 turns (16 total) and instantly restoring 31 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. |
shatter afflictions rune (absorb 25; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 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 25 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 48; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 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 48 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 65; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 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 65 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 137; dur 3; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 137 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 20; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 Encumbrance 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: Alchemist's Helper0.1 Encumbrance 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: Antimagic Shell0.1 Encumbrance 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: Armour Reinforcement0.1 Encumbrance 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: Back Support0.1 Encumbrance 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: Botanical Shell0.1 Encumbrance 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: Explosive Shell0.1 Encumbrance 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: Fatal Attractor0.1 Encumbrance 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: Fiery Salve0.1 Encumbrance 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: Frost Salve0.1 Encumbrance 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: Fungal Web0.1 Encumbrance 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: Grounding Strap0.1 Encumbrance 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: Headlamp0.1 Encumbrance 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: Iron Grip0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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: Pain Suppressor Salve0.1 Encumbrance 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: Razor Edge0.1 Encumbrance 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: Rocket Boots0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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: Spike Attachment0.1 Encumbrance 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 Encumbrance 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: Steamgun0.1 Encumbrance 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: Steamsaw0.1 Encumbrance 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 Encumbrance 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: Unstoppable Force Salve0.1 Encumbrance 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: Voltaic Shell0.1 Encumbrance 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 Encumbrance 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. |
Flamesage0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +3 Wil +1 Cun +7 Lck offense ------ Mind Crit +2% Accuracy +7 (+3 eff.) defense ------ Defense +9 (+9 eff.) Resistance +11% blight +3% fire +13% nature Resist unseen 12% Poison Resist +25% Disease Resist +30% other ------- Max hate +2.00 Masteries +0.15 Technique/Assassination Amulets make your neck look great! |
Glorerikira the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Str +3 Dex +3 Wil offense ------ Critical power +10.00% Accuracy +6 (+3 eff.) Ignore Armor +11 other ------- Max vim +10.00 Light +3 Masteries +0.13 Chronomancy/Temporal Guardian Amulets make your neck look great! |
Saluwe the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str +2 Cun offense ------ Critical power +5.00% defense ------ Resistance +12% fire +15% cold Mind save +6 (+3 eff.) Healmod +13% Cut Resist +50% other ------- Psi when Hit +0.04 Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 282 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
insulating copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +10% fire +10% cold Amulets make your neck look great! |
marksman's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+3 eff.) Rings make your fingers look great! |
arcing steel battleaxe of daylight (18-28 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 18.5 - 27.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +12 light Damage Against +12% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage Massive two-handed battleaxes. |
steel battleaxe 'Galemortal' (28-42 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Rare] Master Weapon Damage 28.0 - 42.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Cun +2 Wil offense ------ Damage +18% acid On-Hit (Melee): * 20% chance to reduce armor by 33% defense ------ Resistance +12% lightning Massive two-handed battleaxes. |
Eilinyssra (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Arcane/Master Weapon Damage 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +16 physical On-Hit, radius 1 +7 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage While equipped: Stats +2 Str +1 Dex offense ------ Ignore resists +7% all Accuracy +8 (+4 eff.) Ignore Armor +5 defense ------ Armor +4 Sharp, short and deadly. |
Silent Blade (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Cun 25 [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+5 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
acidic dwarven-steel dagger of paradox (16-21 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Weapon Damage 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +7 temporal On Critical: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 While equipped: defense ------ Resistance +6% temporal Sharp, short and deadly. |
balanced steel dagger of erosion (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Nature/Master Weapon Damage 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature While equipped: offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +6 (+6 eff.) Disarm Resist +21% Sharp, short and deadly. |
elemental steel dagger (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane Weapon Damage 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 76 lightning damage (1/turn) While equipped: offense ------ Damage +6% lightning Ignore resists +11% lightning Sharp, short and deadly. |
elemental steel dagger of shearing (10-13 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego++] Arcane/Master Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 76 fire damage (1/turn) While equipped: offense ------ Damage +8% fire Ignore resists +6% all +7% fire Accuracy +7 (+3 eff.) Ignore Armor +5 Sharp, short and deadly. |
hateful steel dagger of massacre (18-24 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Master/Psionic Weapon Damage 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 darkness Damage Against +9% Living Sharp, short and deadly. |
steel dagger (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Normal] Weapon Damage 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
Haloduchik the Bloomstrike (51-76 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Random Unique] Arcane/Master Weapon Damage 51.0 - 76.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +10 light Damage Against +19% Undead On-crit, radius 2 +12 nature On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 76 damage While equipped: offense ------ Damage +9% nature Massive two-handed mauls. |
arcing steel greatmaul of paradox (28-42 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 28.0 - 42.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +10 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage While equipped: defense ------ Resistance +7% temporal Massive two-handed mauls. |
dwarven-steel greatmaul 'Chamumas' (43-64 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Rare] Arcane Weapon Damage 43.0 - 64.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-Hit, radius 1 +13 fire While equipped: defense ------ Defense +20 (+18 eff.) Resistance +5% arcane +9% temporal Life +40.00 Blind Resist +20% Silence Resist +10% Massive two-handed mauls. |
hateful steel greatsword of erosion (25-40 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Nature/Psionic Weapon Damage 25.0 - 40.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 darkness +9 nature Damage Against +12% Living Massive two-handed swords. |
mighty ash longbow of cold4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +8 cold While equipped: Stats +3 Str offense ------ Physical Power +11 (+5 eff.) Damage +15% cold Longbows are used to shoot arrows at your foes. |
mighty ash longbow of lightning4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +12 lightning While equipped: Stats +3 Str offense ------ Physical Power +8 (+4 eff.) Damage +15% lightning Longbows are used to shoot arrows at your foes. |
manaburning steel longsword of massacre (21-29 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego] Disrupt/Master Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * 14 arcane resource burn Sharp, long, and deadly. |
gifted vined mindstar of life (6-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +9 (+3 eff.) defense ------ Life +10.00 Life Regen +0.70 other ------- 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. |
horrifying vined mindstar (4-5 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 5 mind 6 darkness Damage +4% mind +3% darkness other ------- 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. |
Heathunt the yew vilestaff (20-24 power, 4 apr, acid element)5.0 Encumbrance T3 staff 2H weapon [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Critical power +14.00% Spellpower +9 (+3 eff.) Mindpower +20 (+6 eff.) Damage +20% acid +6% fire defense ------ Mind save +15 (+7 eff.) Unlife -40.00 life other ------- EQ when Hit +0.04 Hate-on-crit +3.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Hurorig the Sparkpower (15-18 power, 3 apr, physical element)5.0 Encumbrance T2 staff 1H weapon [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% lightning +15% physical +3% acid defense ------ Resistance +6% cold +3% fire Life +20.00 Stun Resist +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff 'Glimmermaster' (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Dex +2 Mag +1 Wil +3 Con offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +9% light +10% darkness other ------- See Invisibility +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash starstaff of fate (15-18 power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +6 (+2 eff.) Damage +15% physical defense ------ Physical save +7 (+3 eff.) Spell save +5 (+2 eff.) Mind save +6 (+3 eff.) other ------- Mana/turn +0.11 Max mana +42.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced steel steamsaw of arcane resistance (+12%) (13-20 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 16 Steam Pool [Ego] Disrupt/Master/Steamtech Weapon Damage 13.0 - 19.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 Uses 1.0 Steam While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Armor +3 Defense +9 (+9 eff.) Fatigue +6% Resistance +12% arcane Disarm Resist +21% other ------- Talents +1 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 'Goreblek' (24-35 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Rare] Disrupt/Steamtech Weapon Damage 23.5 - 35.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +51 On-hit +8 physical On-crit, radius 2 +8 physical On Hit: * 10% chance to slow global speed by 54% Uses 1.0 Steam While equipped: Stats +4 Dex offense ------ Ignore resists +10% physical Ignore Armor +1 defense ------ Armor +10 Defense +6 (+6 eff.) Fatigue +8% other ------- 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! |
exposing dwarven-steel steamsaw of physical resistance (+12%) (22-33 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego] Master/Psionic/Steamtech Weapon Damage 22.0 - 33.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +44 Uses 1.0 Steam While equipped: offense ------ On-Hit (Melee): * 7% chance to reduce all saves and defense by 27 When Hit: * 15% chance to reduce all saves and defense by 27 defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +8% Resistance +12% physical other ------- 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! |
plaguebringer's dwarven-steel waraxe (21-29 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +5 blight On Hit: 20% Epidemic level 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 23 While equipped: defense ------ Disease Resist +16% One-handed war axes. |
Aerossra (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +4 Dex +4 Cun +1 Con offense ------ Damage +9% temporal Accuracy +5 (+2 eff.) Ignore Armor +6 defense ------ Defense +2 (+2 eff.) Resistance +9% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Voryvea' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +3 Dex +8 Mag +2 Wil +2 Cun offense ------ Damage +6% arcane Ignore resists +10% arcane defense ------ Defense +2 (+2 eff.) Resistance +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+12 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
verdant woollen robe of nature (+16%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +4 Con offense ------ Damage +18% nature defense ------ Resistance +16% nature +9% all Poison Resist +24% Disease Resist +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Samiran (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Str +4 Dex defense ------ Armor +3 Resistance +7% fire +5% arcane +7% cold Crit Resistance 5.00% Healmod +20% Cut Resist +20% other ------- Max stamina +10.00 A pair of boots made of leather. |
Spidercut the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Lck +5 Dex offense ------ Critical power +20.00% Damage +9% nature +12% physical defense ------ Armor +3 Resistance +6% temporal Stealth +7 other ------- Stamina/turn +2.00 A pair of boots made of leather. |
miner's pair of iron boots (0 def, 5 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Ego] Master While equipped: defense ------ Armor +5 Fatigue +2% other ------- Infravision +1 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 'Glarenight' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Cun +3 Str offense ------ Ignore resists +10% light defense ------ Armor +1 Resistance +6% fire +5% cold other ------- Light +1 A pair of boots made of leather. |
hardened leather gloves 'Emonne' (0 def, 8 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Disrupt While equipped: offense ------ Physical Power +7 (+3 eff.) On-Hit 7 lightning 7 physical Damage +4% lightning +4% physical Accuracy +4 (+2 eff.) Ignore Armor +7 defense ------ Armor +8 Resistance +7% blight +12% light +5% arcane +5% lightning Spell save +10 (+5 eff.) Unarmed combat: Weapon Damage 15.5 - 17.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +5 physical On-crit, radius 2 +10 lightning +7 physical On Hit: 10% Lightning Breath level 3 On Hit: 10% Sand Breath level 3 On Hit: * 10% chance to slow global speed by 54% * 10% chance to reduce armor by 33% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant rough leather gloves of magic (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 5 light Damage +4% arcane +3% light defense ------ Armor +1 Resistance +6% light Unarmed combat: Weapon Damage 8.5 - 9.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-hit +5 arcane On-crit, radius 2 +5 arcane On Hit: 20% Searing Light level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of butchering (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Disrupt/Psionic While equipped: offense ------ Physical Power +6 (+3 eff.) Accuracy +12 (+6 eff.) Ignore Armor +7 defense ------ Armor +2 Resistance +6% blight Physical save +6 (+3 eff.) Spell save +13 (+6 eff.) Mind save +5 (+2 eff.) Disarm Resist +22% Unarmed combat: Weapon Damage 18.5 - 20.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +10 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Perfect Control level 3 On Hit: * 12% chance to slow global speed by 54% * 16% chance to reduce armor by 33% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Glimmerquake the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Rare] Master While equipped: offense ------ Mindpower +15 (+5 eff.) Ignore resists +5% mind defense ------ Armor +4 Fatigue +4% Resistance +9% mind +10% fire +6% light +8% cold other ------- Max hate +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Salebeth (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Con offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +3% arcane Accuracy +15 (+7 eff.) defense ------ Defense +1 (+1 eff.) Resistance +6% mind other ------- Psi/turn +0.12 A pointy cloth hat, very wizardly... |
Saluldatta the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +12% acid +6% temporal +9% blight Ignore resists +20% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 23 defense ------ Armor +3 Fatigue +3% Resistance +7% lightning +8% temporal Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cap made of leather. |
Ulfonaridin the hardened leather hat (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Str +3 Wil offense ------ Mindpower +20 (+6 eff.) defense ------ Armor +3 Fatigue +3% other ------- EQ when Hit +0.08 Hate-on-crit +5.00 Max psi +20.00 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.9 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 31.5 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Zador (20 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Disrupt While equipped: defense ------ Armor +3 Defense +20 (+18 eff.) Fatigue +3% Resistance +7% blight +9% nature +6% acid Life Regen +2.00 Healmod +15% Cut Resist +20% Pinning Resist +20% A hat made of leather. Very stylish. |
fearwoven linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Psionic While equipped: offense ------ Mind Crit +1% Mindpower +5 (+1 eff.) Damage +5% darkness +6% physical defense ------ Defense +1 (+1 eff.) Resistance +7% darkness +6% physical other ------- Max hate +6.00 A pointy cloth hat, very wizardly... |
hardened leather cap of trickery (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex offense ------ Ignore Armor +5 defense ------ Armor +3 Fatigue +3% A cap made of leather. |
hardened leather hat 'Durymas' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +5 Dex +6 Mag +3 Wil defense ------ Armor +3 Fatigue +3% Resistance +9% nature Spell save +5 (+2 eff.) Life +61.00 Healmod +13% A hat made of leather. Very stylish. |
insulating iron helm of constitution (+2) (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Ego] Master While equipped: Stats +2 Con defense ------ Armor +3 Fatigue +5% Resistance +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating rough leather hat of strength (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold A hat made of leather. Very stylish. |
iron helm of trickery (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +2 Dex offense ------ Ignore Armor +5 defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of madness (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Psionic While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +5% defense ------ Defense +1 (+1 eff.) Mind save +12 (+6 eff.) Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 3.9 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 136 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
rough leather hat 'Dairoyon' (25 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str +3 Dex +3 Cun offense ------ Physical Power +10 (+5 eff.) Accuracy +15 (+7 eff.) Ignore Armor +5 defense ------ Armor +1 Defense +25 (+20 eff.) Fatigue +1% Unlife -20.00 life A hat made of leather. Very stylish. |
rough leather hat 'Glimmertreason' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +3 (+1 eff.) Damage +6% lightning +6% acid defense ------ Armor +1 Fatigue +1% Resistance +12% acid +3% light other ------- Light +1 A hat made of leather. Very stylish. |
Belamnir the iron mail armour (2 def, 11 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training ,Str 14 [Rare] Master While equipped: Stats +2 Dex +5 Con offense ------ Damage +3% acid +12% physical defense ------ Armor +11 Defense +2 (+2 eff.) Fatigue +12% Resistance +12% cold Silence Resist +20% A suit of armour made of mail. |
cleansing steel mail armour of acid resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Disrupt/Master While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +17% acid +14% nature +12% blight A suit of armour made of mail. |
cleansing steel mail armour of fire resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Disrupt/Master While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +10% blight +17% fire +12% nature A suit of armour made of mail. |
radiant steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego+] Nature While equipped: Stats +1 Wil defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +12% blight +13% darkness other ------- Light +1 A suit of armour made of mail. |
cleansing cured leather armour of cold resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Ego] Disrupt/Master While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +12% blight +18% cold +11% nature A suit of armour made of leather. |
duelist's cured leather armour of cold resistance (9 def, 8 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Ego+] Master While equipped: Stats +4 Cun +4 Dex defense ------ Armor +8 Defense +9 (+9 eff.) Fatigue +7% Resistance +17% cold A suit of armour made of leather. |
prismatic dwarven-steel plate armour of spell shielding (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego] Arcane While equipped: defense ------ Armor +11 Fatigue +22% Resistance +6% arcane +10% light +13% darkness Spell save +13 (+6 eff.) A suit of armour made of metal plates. |
rejuvenating steel plate armour of resilience (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego] Nature While equipped: defense ------ Armor +9 Fatigue +22% Life +20.00 Life Regen +2.70 other ------- Stamina/turn +0.80 A suit of armour made of metal plates. |
dwarven-steel shield 'Layurin' (0 def, 6 armour, 84 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Random Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str +5 Dex +1 Cun offense ------ Ignore resists +10% mind Accuracy +6 (+3 eff.) On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Armor +6 Fatigue +8% Resistance +15% blight +16% fire +15% nature +3% light other ------- Talents +1 Block Handheld deflection devices. |
exposing steel shield of lightning resistance (+19%) (0 def, 4 armour, 41.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit (Melee): * 7% chance to reduce all saves and defense by 27 When Hit: * 10% chance to reduce all saves and defense by 27 defense ------ Armor +4 Fatigue +8% Resistance +19% lightning other ------- Talents +1 Block Handheld deflection devices. |
shocking dwarven-steel shield of physical resistance (+12%) (0 def, 6 armour, 78.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 5 lightning When Hit 4 lightning defense ------ Armor +6 Fatigue +8% Resistance +12% physical other ------- Talents +1 Block Handheld deflection devices. |
quiver of elm arrows (14/14, 16-22 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Normal] Weapon Damage 16.0 - 22.4 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 14 Arrows are used with bows to pierce your foes to death. |
7 agate0.0 Encumbrance 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. |
133 alchemist agate0.0 Encumbrance 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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical 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. |
Healrebel the iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Damage +3% acid +6% nature Ignore resists +20% nature +5% acid defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Relgatir the dwarven-steel pickaxe (dig speed 30 turns)3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str +2 Wil offense ------ Mind Crit +4% Damage +7% nature +12% mind defense ------ Armor +4 Resistance +12% nature other ------- Stamina/turn +3.00 Max stamina +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical 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. |
Yvawyn2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +5 Wil offense ------ Mind Crit +5% Damage +6% mind other ------- EQ when Hit +0.16 Max psi +20.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 Encumbrance 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 Encumbrance 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. |
Zanyruigrim the ash totem of summon tentacle [power 150] (25 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: defense ------ Defense +10 (+10 eff.) Resistance +6% temporal +3% light +9% darkness Spell save +12 (+6 eff.) Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 343 Base Damage: 157 Armor: 10 All Resist: 14 Puts all charms on 25 turn cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +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 NotEvenHere the Cornac Adventurer level 8
2nd Summertide 122nd year of Ascendancy at 18:53 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By NotEvenHere the Cornac Adventurer level 10
12nd Dusk 122nd year of Ascendancy at 07:12 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By NotEvenHere the Cornac Adventurer level 20
5th Haze 122nd year of Ascendancy at 04:30 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By NotEvenHere the Cornac Adventurer level 1
75th Pyre 122nd year of Ascendancy at 00:33 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By NotEvenHere the Cornac Adventurer level 7
1st Mirth 122nd year of Ascendancy at 04:19 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By NotEvenHere the Cornac Adventurer level 11
14th Dusk 122nd year of Ascendancy at 17:55 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By NotEvenHere the Cornac Adventurer level 16
69th Dusk 122nd year of Ascendancy at 01:43 see stats
Log
NotEvenHere's mind surges with critical power!
NotEvenHere's spell attains critical power!
NotEvenHere's spell attains critical power!
NotEvenHere's spell attains critical power!
NotEvenHere's spell attains critical power!
NotEvenHere's spell attains critical power!
Searing Sight hits Thief for 17 light damage.
Raze hits Thief for 19 darkness, 19 darkness, 19 darkness, 19 darkness, 19 darkness (96 total damage).
Spikes of Decrepitude hits Thief for 23 cold, 27 darkness (50 total damage).
Mindrot hits Thief for 8 mind, 10 darkness (18 total damage).
Something performs a melee critical strike against NotEvenHere!
Ran for 31 turns (stop reason: taken damage).
Something hits NotEvenHere for 45 physical damage.
NotEvenHere's mind surges with critical power!
NotEvenHere's spell attains critical power!
NotEvenHere's spell attains critical power!
NotEvenHere's spell attains critical power!
NotEvenHere casts Rune: Biting Gale.
NotEvenHere's spell attains critical power!
NotEvenHere hits Something for 127 cold damage.
You pickup 0.85 gold pieces.
You pickup 0.60 gold pieces.
NotEvenHere's mind surges with critical power!
You sense that Something has taken notice of you ...
NotEvenHere picks up ( .): brass lantern.
Your summoned shadow disappears.











































































































