Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Juggle Hotkeys on Unwield 1.7.0Adds game options "UI | Hotkey handling on unwield" and "UI | Remove hotkey on drop" to control the handling of hotkeys for activateable objects when you unwield or drop them. You can choose to remove the hotkey or add a special marker to its icon to warn that the associated object is not currently wielded. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. 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:
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 Effects Under Actors 1.7.0An experimental addon that modifies the rendering of various lasting spell/talent effects so that they are displayed below the player and NPCs, in an attempt to prevent multiple overlapping effects from effectively obscuring actors in their area of effect. Also can optionally "flatten" display of overlapping effects by displaying only one effect animation in the overlapping area (hopefully also reducing slowdown on older computers). Functionality is controlled by game options "UI | Display effects under actors" and "UI | "Flatten" overlapping effects". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Tier-1 Short Circuit Option 1.7.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. 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 | Normal Adventure |
Sex | Female |
Race | Dwarf |
Class | Anorithil |
Level / Exp | 29 / 57% |
Size | big |
Lifes / Deaths | Killed by Isima the drem at level 16 on the 16th Wealth 122nd year of Ascendancy at 01:31 0 / 7Killed by Horned Horror at level 16 on the 16th Wealth 122nd year of Ascendancy at 15:53 Killed by Horned Horror at level 16 on the 16th Wealth 122nd year of Ascendancy at 16:50 Killed by Grand Corruptor at level 27 on the 6th Gold 123rd year of Ascendancy at 11:47 Killed by Mindworm at level 28 on the 21st Gold 123rd year of Ascendancy at 09:23 Killed by Dozing Eilinyminne at level 29 on the 32nd Stralite 123rd year of Ascendancy at 22:14 Killed by Sleeping Velurin at level 29 on the 33rd Stralite 123rd year of Ascendancy at 02:54 |
Primary Stats
Strength | 28 (base 10) |
Dexterity | 8 (base 10) |
Constitution | 57 (base 40) |
Magic | 81 (base 60) |
Willpower | 25 (base 10) |
Cunning | 35 (base 26) |
Resources
Life | -284/853 |
Positive | 88/134 |
Negative | 84/134 |
Healing Factor | 1.415111817684 |
Regeneration | 0.353777954421 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 42 |
Accuracy | 2 |
Crit Chance | 12% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +7% |
Arcane | +5% |
Cold | +39% |
All | 0% |
Darkness | +6% |
Light | +40% |
Physical | +10% |
Lightning | +3% |
Fire | +23% |
Mind | +24% |
Offense: Damage Penetration
Darkness | +10% |
Light | +20% |
Fire | +15% |
Arcane | +5% |
Cold | +5% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 11 |
Ranged Defense | 11 |
Fatigue | 5 |
Physical Save | 39 |
Spell Save | 44 |
Mental Save | 46 |
Defense: Resistances
Acid | + 68%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 70%( 70%) |
All | + 21%( 70%) |
Physical | + 35%( 70%) |
Darkness | + 24%( 70%) |
Light | + 45%( 70%) |
Temporal | + 31%( 70%) |
Mind | + 28%( 70%) |
Lightning | + 43%( 70%) |
Fire | + 70%( 70%) |
Nature | + 39%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 204 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 511% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Celestial / Star fury | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | Improves/gives invisibility (power 14), reducing damage dealt by 40%. Invisibility |
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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 61. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bear paw. You have aided Agrimley the hermit in creating an elixir of focus. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Shimmerwreath (1 def, 0 armour) Shimmerwreath (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% lightning Res.pen +20% light +5% fire ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning Spell.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Tool | dwarven-steel pickaxe 'Blindquick' (dig speed 28 turns) dwarven-steel pickaxe 'Blindquick' (dig speed 28 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +24% mind +6% darkness Res.pen +10% darkness Melee Ret 4 acid ----- def ----- Fatigue -7% Resists +18% acid +9% mind +3% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +9 (+4 eff.) Dmg.mod +18% fire Res.pen +5% arcane ----- def ----- Resists +31% acid +38% fire +25% lightning +26% cold Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.06 cold and 7.17 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Around waist | Hailkin the hardened leather belt =Con= Hailkin the hardened leather belt =Con=1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +2 Con dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +6 (+3 eff.) Res.pen +5% cold ----- def ----- Defense +10 (+9 eff.) Resists +6% cold +6% temporal Spell.save +8 (+3 eff.) Mind.save +5 (+2 eff.) Stealth +7 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Size +1 A belt that goes around your waist. |
In main hand | Gema the Hellsin (136% power, 6 apr, light element) Gema the Hellsin (136% power, 6 apr, light element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +17.00% Spell.pwr +24 (+7 eff.) S.pwr/crit +10 Dmg.mod +30% light Res.pen +10% fire On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Resists +21% fire ---------- misc Mana/turn +0.30 Max.mana +100.00 Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 25.27 to 30.32 light damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | heroic voratun gauntlets of spellstriking (0 def, 7 armour) heroic voratun gauntlets of spellstriking (0 def, 7 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +8 (+3 eff.) Melee+ 8 arcane Dmg.mod +5% arcane ----- def ----- Armour +7 Fatigue +5% Resists +6% arcane Mind.save +10 (+3 eff.) Max.HP +42.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | tormentor's cashmere robe of alchemy (0 def, 0 armour) tormentor's cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Crit.mult +12.00% Dmg.mod +7% acid +10% physical +5% fire +9% cold ----- def ----- Resists +11% acid +13% physical +12% fire +12% cold +11% all ---------- misc Hate/m.crit +4.00 Psi/m.crit +2.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Rootraider (1 def, 0 armour) Rootraider (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +25% nature ----- def ----- Defense +1 (+1 eff.) Resists +3% nature +6% temporal Phys.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | warrior's copper amulet of cunning (+2) warrior's copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Inventory
healing infusion (heal 40; cd 10) healing infusion (heal 40; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Elixir of Focus Elixir of Focus0.0 potion [Plot Item] Nature Grant you two additional class talent points. A vial of clear, steaming fluid. |
gold amulet of dexterity (+4) gold amulet of dexterity (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex Amulets make your neck look great! |
stabilizing gold amulet of mastery (0.15 Celestial / Glyphs) stabilizing gold amulet of mastery (0.15 Celestial / Glyphs)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +13% temporal Pinning- +28% Knockbk- +22% ---------- misc Masteries +0.15 Celestial/Glyphs Amulets make your neck look great! |
Issular the gold ring Issular the gold ring0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +5 Cun dps ---------- Mind.crit +1% Acc +9 (+9 eff.) Apr +11 Melee Ret 6 mind ----- def ----- Defense +14 (+11 eff.) Phys.save +9 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +15 (+5 eff.) ---------- misc Psi/ret +0.04 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 130% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
copper ring of light (+22%) copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Rings make your fingers look great! |
elemental dwarven-steel dagger (110% power, 7 apr) elemental dwarven-steel dagger (110% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane Power 110% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 96 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +8% fire Res.pen +9% fire Sharp, short and deadly. |
flaming dwarven-steel greatsword of massacre (157% power, 2 apr) flaming dwarven-steel greatsword of massacre (157% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 158% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +14 fire Massive two-handed swords. |
stormbringer's yew longbow stormbringer's yew longbow4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Crit.r2 +8 lightning +27 cold While equipped: dps ---------- Mov.spd +30% Res.pen +11% lightning +21% cold Longbows are used to shoot arrows at your foes. |
Bloomsoul (94% power, 13 apr, nature damage) Bloomsoul (94% power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] 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 +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 20 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
honing thorny mindstar of life (98% power, 24 apr, nature damage) honing thorny mindstar of life (98% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 99% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +5% physical Res.pen +4% physical ----- def ----- Resists +4% physical Max.HP +21.00 HP.reg +0.80 ---------- 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. |
horrifying thorny mindstar (100% power, 24 apr, nature damage) horrifying thorny mindstar (100% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 100% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 5 mind 5 darkness Dmg.mod +4% mind +4% darkness ---------- 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. |
lifebinding dragonbone starstaff of illumination (136% power, 6 apr, physical element) lifebinding dragonbone starstaff of illumination (136% power, 6 apr, physical element)5.0 T5 staff 2H weapon [Ego+] Nature Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +5% Spell.pwr +20 (+6 eff.) Dmg.mod +30% physical ----- def ----- Defense +15 (+12 eff.) HP.reg +0.90 Heal.mod +20% ---------- misc Light +2 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 94.02 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. |
magewarrior's short elven-wood starstaff of protection (129% power, 5 apr, temporal element) magewarrior's short elven-wood starstaff of protection (129% power, 5 apr, temporal element)5.0 T4 staff 1H weapon [Ego++] Arcane/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +7% Phys.pwr +9 (+4 eff.) Spell.pwr +19 (+6 eff.) Dmg.mod +25% temporal Acc +8 (+8 eff.) ----- def ----- Resists +12% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short elm starstaff of illumination (100% power, 2 apr, light element) short elm starstaff of illumination (100% power, 2 apr, light element)5.0 T1 staff 1H weapon [Ego] Nature/Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% light ----- def ----- Defense +6 (+6 eff.) ---------- 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 69.81 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. |
yew vilestaff (120% power, 4 apr, fire element) yew vilestaff (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Normal] 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 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
grounding rough leather belt of resilience grounding rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +6% temporal Max.HP +33.00 A belt that goes around your waist. |
insulating rough leather belt of unlife insulating rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +5% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
nightruned hardened leather belt of unlife =Blight= nightruned hardened leather belt of unlife =Blight=1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight +5% light +5% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
dispeller's silk robe of lightning (+28%) (0 def, 0 armour) dispeller's silk robe of lightning (+28%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane/Nature While equipped: dps ---------- Dmg.mod +14% lightning ----- def ----- Resists +28% lightning +7% darkness +7% light +9% blight +7% fire +7% cold +13% all Phys.save +16 (+5 eff.) Spell.save +32 (+11 eff.) Mind.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe (0 def, 0 armour) mindwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) ----- def ----- Resists +9% all Mind.save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of life (0 def, 0 armour) spellwoven woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane/Nature While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) ----- def ----- Resists +5% blight +9% all Spell.save +16 (+5 eff.) Max.HP +40.00 HP.reg +1.90 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (0 def, 0 armour) =Blight= verdant cashmere robe of life (0 def, 0 armour) =Blight=2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +10% nature ----- def ----- Resists +8% blight +11% all Max.HP +56.00 HP.reg +2.80 Heal.mod +17% Poison- +20% Disease- +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Araruindil the pair of hardened leather boots (0 def, 13 armour) Araruindil the pair of hardened leather boots (0 def, 13 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +4 Mag +7 Wil +2 Con ----- def ----- Armour +13 Mind.save +3 (+1 eff.) ---------- misc Stam/turn +3.00 Max.stam +30.00 Blink to a nearby random location (rad 10) Puts all charms on 25 cooldown A pair of boots made of leather. |
pair of hardened leather boots (0 def, 3 armour) pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
pair of hardened leather boots of tirelessness (0 def, 3 armour) pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Stam/turn +0.50 Max.stam +12.00 A pair of boots made of leather. |
Zanerak the Natureblack (0 def, 2 armour) Zanerak the Natureblack (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% nature +3% mind Melee Ret 4 mind ----- def ----- Armour +2 Resists +9% nature HP.reg +3.00 ---------- misc Stam/turn +0.80 Max.stam +16.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Malagar' (30 def, 3 armour) drakeskin leather gloves 'Malagar' (30 def, 3 armour)1.0 T4 hands armor [Rare] Nature While equipped: Stats +2 Mag dps ---------- Melee+ 13 acid Dmg.mod +8% acid ----- def ----- Armour +3 Defense +30 (+19 eff.) Resists +8% acid +12% temporal +5% arcane Die.at -20.00 life Max.HP +40.00 Pinning- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful rough leather gloves of butchering (0 def, 1 armour) restful rough leather gloves of butchering (0 def, 1 armour)1.0 T1 hands armor [Ego+] Disrupt/Psionic While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Acc +5 (+5 eff.) Apr +6 ----- def ----- Armour +1 Resists +6% blight Spell.save +10 (+3 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+2 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
stabilizing rough leather cap of constitution (+3) (0 def, 1 armour) stabilizing rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+3 eff.) A cap made of leather. |
thaloren dwarven-steel helm of trickery (0 def, 4 armour) =Blight= thaloren dwarven-steel helm of trickery (0 def, 4 armour) =Blight=3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Dex +2 Wil +3 Cun dps ---------- Apr +4 ----- def ----- Armour +4 Fatigue +4% Resists +8% blight Mind.save +8 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Emuyalaith the Rimesteel (12 def, 7 armour) Emuyalaith the Rimesteel (12 def, 7 armour)9.0 T4 light armor [Rare] Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Dmg.mod +9% cold ----- def ----- Armour +7 Defense +12 (+10 eff.) Fatigue +8% Resists +21% acid +2% physical Crit.chn- 10.00% Mind.save +18 (+6 eff.) Die.at -40.00 life Silence- +20% A suit of armour made of leather. |
cleansing rough leather armour of lightning resistance (3 def, 2 armour) =Blight= cleansing rough leather armour of lightning resistance (3 def, 2 armour) =Blight=9.0 T1 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +11% blight +11% nature +15% lightning A suit of armour made of leather. |
2 onyx 2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal 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 sapphire 2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+8 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+8 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
2 emerald 2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+10 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
9 garnet 9 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. |
3 ruby 3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1) Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 131% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1) 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 Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Curelore the stralite torque of psionic shield [power 91] (25 cooldown) Curelore the stralite torque of psionic shield [power 91] (25 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +15% nature ----- def ----- Resists +9% mind +5% physical Heal.mod +20% Poison- +20% Setup a psionic shield, reducing all damage taken by 91 for 5 turns Puts all charms on 25 cooldown 100% to heal for 89. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind 'Tidestrider' [power 2] (25 cooldown) steel torque of clear mind 'Tidestrider' [power 2] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Phys.pwr +15 (+7 eff.) Res.pen +15% cold ----- def ----- Resists +5% arcane Phys.save +15 (+5 eff.) Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
amethyst 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. |
5 quartz 5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Samiarn the Dwarf Anorithil level 15
6th Wealth 122nd year of Ascendancy at 00:13 see stats
By Samiarn the Dwarf Anorithil level 18
21st Wealth 122nd year of Ascendancy at 07:56 see stats
By Samiarn the Dwarf Anorithil level 24
16th Steel 123rd year of Ascendancy at 21:52 see stats
By Samiarn the Dwarf Anorithil level 26
33rd Steel 123rd year of Ascendancy at 16:16 see stats
By Samiarn the Dwarf Anorithil level 10
1st Profit 122nd year of Ascendancy at 05:40 see stats
By Samiarn the Dwarf Anorithil level 20
20th Dearth 122nd year of Ascendancy at 02:45 see stats
By Samiarn the Dwarf Anorithil level 22
27th Shortage 122nd year of Ascendancy at 15:55 see stats
By Samiarn the Dwarf Anorithil level 27
43rd Steel 123rd year of Ascendancy at 16:55 see stats
By Samiarn the Dwarf Anorithil level 27
43rd Steel 123rd year of Ascendancy at 06:24 see stats
By Samiarn the Dwarf Anorithil level 5
18th Voratun 122nd year of Ascendancy at 23:44 see stats
By Samiarn the Dwarf Anorithil level 27
14th Gold 123rd year of Ascendancy at 22:51 see stats
By Samiarn the Dwarf Anorithil level 16
16th Wealth 122nd year of Ascendancy at 15:51 see stats
By Samiarn the Dwarf Anorithil level 11
2nd Profit 122nd year of Ascendancy at 15:58 see stats
By Samiarn the Dwarf Anorithil level 22
9th Iron 123rd year of Ascendancy at 11:45 see stats
By Samiarn the Dwarf Anorithil level 24
14th Steel 123rd year of Ascendancy at 04:52 see stats
By Samiarn the Dwarf Anorithil level 18
21st Wealth 122nd year of Ascendancy at 19:02 see stats
Log
Sleeping Velurin's Shadow Shot performs a ranged critical strike against Samiarn!
Samiarn is cut deeply.
Sleeping Velurin's Shadow Shot hits Samiarn for 108 physical, 3 cold (111 total damage).
Samiarn casts Searing Light.
Samiarn's spell attains critical power!
Sleeping Velurin resists the knockback!
Samiarn hits Sleeping Velurin for 305 light damage.
Samiarn's light area effect hits Sleeping Velurin for 170 light damage.
Samiarn's prismatic repulsion area effect hits Sleeping Velurin for 15 light, 11 darkness (26 total damage).
Samiarn's defensive darkness area effect hits Sleeping Velurin for 18 darkness damage.
Samiarn's sanctity area effect hits Sleeping Velurin for 47 light damage.
Sleeping Velurin uses Flare.
Samiarn loses sight!
Deep Wound from Sleeping Velurin hits Samiarn for 28 physical damage.
Samiarn resists Something's 'Lobotomized (confused)'!
Samiarn is dazed!
Something hits Samiarn for 132 physical, 2 mind (134 total damage).
Samiarn uses Infusion: Wild.
Samiarn's deep wound closes.
Samiarn is cured!
Samiarn lessens the pain.
Samiarn casts Providence.
Samiarn recovers sight.
Samiarn is not dazed anymore.
Samiarn resists the effect 'Frozen'!
Something hits Samiarn for 163 cold damage.
Samiarn the level 29 dwarf anorithil was frozen to death by Sleeping Velurin on level 1 of Dreadfell.
Samiarn vanishes from sight.