











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Enhanced Object Compare 1.7.0Improves the "Press
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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 22 / 87% |
| Size | medium |
| Lifes / Deaths | Killed by Mayegatta the sick dire wolf at level 16 on the 62nd Dusk 122nd year of Ascendancy at 03:49 0 / 6Killed by Mayegatta the sick dire wolf at level 16 on the 62nd Dusk 122nd year of Ascendancy at 05:43 Killed by Eluratha the giant black ant at level 19 on the 79th Dusk 122nd year of Ascendancy at 14:02 Killed by Layama the white ooze at level 22 on the 73rd Haze 122nd year of Ascendancy at 16:26 Killed by Lisowe the gelatinous cube at level 22 on the 73rd Haze 122nd year of Ascendancy at 22:53 Killed by Yvydamira the sandworm at level 22 on the 74th Haze 122nd year of Ascendancy at 12:59 |
Primary Stats
| Strength | 29 (base 12) |
| Dexterity | 40 (base 35) |
| Constitution | 12 (base 12) |
| Magic | 54 (base 50) |
| Willpower | 22 (base 12) |
| Cunning | 21 (base 18) |
Resources
| Mana | 257/317 |
| Psi | 112/112 |
| Life | -52/623 |
| Positive | 113/113 |
| Stamina | 183/203 |
| Insanity | 58/100 |
| Healing Factor | 1.0691526171258 |
| Regeneration | 1.3364407714072 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 34 |
| Crit Chance | 6% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| Nature | +18% |
| Lightning | +35% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 13 (35.65183292883%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 1.7763568394003E-15 |
| Physical Save | 23 |
| Spell Save | 34 |
| Mental Save | 27 |
Defense: Resistances
| Cold | + 18%( 70%) |
| Acid | + 15%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 33%( 70%) |
| Mind | + 15%( 70%) |
| Lightning | + 12%( 70%) |
| Fire | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 63% |
| Confusion Resistance | 48% |
| Pinning Resistance | 42% |
| Silence Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 79 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 990% for 10 turns (75 total) and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 569% 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 Strength stat. |
Class Talents
| Technique / Magical combat | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Throwing knives | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Psionic / Finer energy manipulations | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
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 needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed bear paw. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed honey tree root. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed warg claw. | 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 within | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Chamodurab the Murkkill (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +19 (+6 eff.) S.pwr/crit +5 Dmg.mod +20% lightning +15% nature +9% mind Res.pen +5% mind Melee Ret 6 mind ---------- misc Mana/turn +0.37 Max.mana +31.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Balekan the Unlightshaper (0 def, 6 armour) =+100 HP=2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Armour +6 Fatigue +3% Resists +6% temporal Max.HP +100.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +2 A cap made of leather. |
| On feet | Nerubrera the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Wil dps ---------- S.pwr/crit +8 ----- def ----- Armour +1 Spell.save +3 (+2 eff.) Silence- +22% Confus- +24% Stun/Frz- +21% A pair of boots made of leather. |
| Tool | extending elm wand of shielding [power 110] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 1. 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 perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
| On fingers | The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+4 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
| Around neck | steel amulet 'Issodrador'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Apr +2 ----- def ----- Resists +6% acid +12% temporal +15% mind Phys.save +12 (+6 eff.) Spell.save +13 (+6 eff.) Mind.save +13 (+6 eff.) Confus- +24% Pinning- +32% Knockbk- +21% ---------- misc Max.stam +10.00 Amulets make your neck look great! |
| In main hand | short ash magestaff (111% power, 3 apr, lightning element)5.0 T2 staff 1H weapon [Ego] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | spellstreaming hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane/Master While equipped: Stats +2 Str dps ---------- Spell.crit +4% Phys.pwr +10 (+5 eff.) Spell.pwr +9 (+3 eff.) ----- def ----- Armour +2 ---------- misc Mana/turn +0.14 Unarmed combat: Power 124% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 arcane On Hit: 10% Elemental Bolt 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | Aryseta the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Str +1 Wil ----- def ----- Resists +9% acid +15% temporal +6% light +3% lightning Max.HP +49.00 A belt that goes around your waist. |
| Cloak | Undeathtaint (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% nature ----- def ----- Defense +1 (+1 eff.) Resists +9% lightning Crit.chn- 10.00% Mind.save +6 (+3 eff.) Heal.mod +5% Pinning- +10% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Brodygar the Oozewreck (6 def, 4 armour)9.0 T2 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +5 Dex +4 Mag +4 Wil +3 Cun dps ---------- Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +15% fire +18% cold Max.HP +30.00 A suit of armour made of leather. |
Inventory
shatter afflictions rune (absorb 20; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 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. Press to compare to your current inscriptions |
shielding rune (absorb 110; dur 4; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 110 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
3 schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Satyrterror the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +7 Lck +2 Str dps ---------- Acc +5 (+3 eff.) Apr +3 Melee Ret 2 nature ----- def ----- Armour +8 Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Unseen.red 11% Die.at -60.00 life Amulets make your neck look great! |
wizard's gold ring0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+4 eff.) Rings make your fingers look great! |
truestriking dwarven-steel battleaxe of corruption (140% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego++] Arcane/Master Power 141% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: 20% Curse of Impotence 3 While equipped: dps ---------- Res.pen +10% physical Acc +14 (+7 eff.) Apr +10 Massive two-handed battleaxes. |
truestriking dwarven-steel battleaxe of enduring (138% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego++] Nature/Master Power 139% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +10 Con +10 Wil dps ---------- Res.pen +10% physical Acc +12 (+6 eff.) Apr +10 ----- def ----- Max.HP +14.00 Massive two-handed battleaxes. |
voratun battleaxe of shearing (168% power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Master Power 169% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +12% all Acc +14 (+7 eff.) Apr +17 Massive two-handed battleaxes. |
balanced dwarven-steel dagger (113% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 113% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +26% Sharp, short and deadly. |
iron dagger of erosion (102% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature Power 102% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 nature Sharp, short and deadly. |
Xanygamina the Daypyre (133% power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Arcane/Nature/Master Power 134% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 nature +10 light Against +10% Undead On Hit.r1 +8 light On Crit.r2 +8 light While equipped: dps ---------- Res.pen +10% mind ----- def ----- Resists +6% mind Sharp, long, and deadly. |
dwarven-steel longsword of dampening (125% power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Disrupt Power 126% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: ----- def ----- Resists +9% acid +8% lightning +7% cold +9% fire +4% all Spell.save +7 (+4 eff.) Sharp, long, and deadly. |
thorny mindstar of life (98% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature 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: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Max.HP +18.00 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. |
Betumina the yew vilestaff (120% power, 4 apr, acid element)5.0 T3 staff 2H weapon [Rare] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% acid Res.pen +5% physical Apr +2 ----- def ----- Defense +6 (+3 eff.) Poison- +20% Knockbk- +20% Teleport- +20% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 74.99 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Tinkerer's Twinblaster4.0 T1 steamgun 1H weapon Reqs Steam Pool [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 50% Range +4 Proj.spd +600% Ranged+ +5 physical Recurse +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
flaming dwarven-steel waraxe of massacre (133% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane/Master Power 134% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +7 fire One-handed war axes. |
Glitterstinger =Light +3=1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% temporal +9% light +3% cold Phys.save +3 (+1 eff.) HP.reg +0.80 Heal.mod +17% ---------- misc Light +3 A belt that goes around your waist. |
Yvaranne the hardened leather belt =+Def=1.0 T3 belt armor [Rare] Disrupt While equipped: Stats +4 Dex dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +6% physical Apr +2 ----- def ----- Defense +30 (+12 eff.) Resists +8% acid +6% cold +10% blight A belt that goes around your waist. |
spiritwalker's rough leather belt of magery1.0 T1 belt armor [Ego++] Arcane While equipped: Stats +4 Wil +7 Mag dps ---------- Spell.crit +4% ---------- misc Mana/turn +0.12 Max.mana +21.00 A belt that goes around your waist. |
cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +5% ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Nature While equipped: ----- def ----- Armour +3 HP.reg +3.00 Heal.mod +10% A pair of boots made of leather. |
scouring hardened leather gloves of the nighthunter (0 def, 2 armour)1.0 T2 hands armor [Ego++] Disrupt/Psionic While equipped: Stats +2 Cun dps ---------- Acc +8 (+4 eff.) On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Resists +6% darkness Spell.save +10 (+5 eff.) ---------- misc Infravis +2 Unarmed combat: Power 116% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +4 Apr +3 Crit +8.0% Atk.spd 100% Melee+ +7 darkness On Crit: 10% Dominate 3 On Hit: * 24 arcane resource burn Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloudblow (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +9% mind +11% nature +6% acid Res.pen +15% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% nature +6% lightning A pointy cloth hat, very wizardly... |
Helm of the Dwarven Emperors (0 def, 6 armour) =Light +6 Blind+30 Conf+30=3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
drakeskin leather hat 'Hettadan' (0 def, 5 armour) =+14 STR +21 DEX=2.0 T5 head armor [Random Unique] Master While equipped: Stats +14 Str +21 Dex ----- def ----- Armour +5 Fatigue +5% Resists +17% darkness +10% blight ---------- misc Infravis +5 See.Invis +6 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 75.7 Physical damage. If the attack hits, the target is confused (37% 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. It was hardened by the digestive sack. |
Porerathra the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +3 Wil dps ---------- Mind.crit +3% Crit.mult +10.00% Mind.pwr +15 (+8 eff.) ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +18% fire +37% cold A suit of armour made of mail. |
cleansing steel mail armour of command (11 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Disrupt/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +11 Defense +11 (+6 eff.) Fatigue +12% Resists +12% nature +12% blight Mind.save +14 (+7 eff.) A suit of armour made of mail. |
dwarven-steel mail armour of command (8 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun ----- def ----- Armour +13 Defense +8 (+4 eff.) Fatigue +12% Mind.save +13 (+6 eff.) A suit of armour made of mail. |
Mayuvea the Dayjam (9 def, 6 armour) =+18 elec res=9.0 T3 light armor [Random Unique] Master While equipped: dps ---------- Res.pen +15% light ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +18% lightning +3% darkness +36% fire +6% nature +3% cold ---------- misc Light +1 A suit of armour made of leather. |
Medical Urgency Vest (6 def, 7 armour)9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+3 eff.) Fatigue +7% Phys.save +15 (+7 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 56.28 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
hardened leather armour of the deep (9 def, 7 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +9 (+5 eff.) Fatigue +8% Resists +5% acid +10% cold ---------- misc Breathe water A suit of armour made of leather. |
nimble hardened leather armour of command (21 def, 11 armour)9.0 T3 light armor [Ego++] Master/Psionic While equipped: Stats +4 Dex +1 Cun dps ---------- Mov.spd +20% ----- def ----- Armour +11 Defense +21 (+9 eff.) Fatigue +8% Mind.save +15 (+7 eff.) A suit of armour made of leather. |
enlightening dwarven-steel plate armour of fire resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Master/Psionic While equipped: Stats +6 Cun +5 Wil ----- def ----- Armour +11 Fatigue +22% Resists +17% fire Mind.save +13 (+6 eff.) A suit of armour made of metal plates. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
228 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Glintscar' (dig speed 25 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +4 Wil dps ---------- Phys.pwr +10 (+5 eff.) Res.pen +20% light Apr +5 ----- def ----- Resists +10% darkness +6% light Crit.chn- 15.00% Affinity +15% darkness ---------- misc Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
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.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+5 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 87.36 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
cleansing yew totem of stinging [power 260] (15 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 307 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
piercing yew totem of stinging [power 254] (15 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 300 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
focusing yew wand of shielding [power 230] (20 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By The Left Hand of Darkness the Cornac Adventurer level 15
31st Dusk 122nd year of Ascendancy at 20:26 see stats
Fast Curse Dispel (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By The Left Hand of Darkness the Cornac Adventurer level 15
31st Dusk 122nd year of Ascendancy at 20:26 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By The Left Hand of Darkness the Cornac Adventurer level 10
3rd Flare 122nd year of Ascendancy at 19:44 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By The Left Hand of Darkness the Cornac Adventurer level 20
1st Time of Equilibrium 122nd year of Ascendancy at 19:31 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By The Left Hand of Darkness the Cornac Adventurer level 21
9th Haze 122nd year of Ascendancy at 19:04 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By The Left Hand of Darkness the Cornac Adventurer level 7
6th Mirth 122nd year of Ascendancy at 00:25 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By The Left Hand of Darkness the Cornac Adventurer level 7
7th Mirth 122nd year of Ascendancy at 14:00 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By The Left Hand of Darkness the Cornac Adventurer level 18
73rd Dusk 122nd year of Ascendancy at 01:34 see stats
Log
Resting starts...
The unstable sand tunnel collapses!
The Left Hand of Darkness is no longer out of phase.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Rested for 13 turns (stop reason: all resources and life at maximum).
Thunderstorm hits Xerodhelle the sandworm for 0 lightning damage.
Thunderstorm hits Yvydamira the sandworm for 13 lightning damage.
Yvydamira the sandworm uses Heartseeker.
Yvydamira the sandworm deactivates Stealth.
Xerodhelle the sandworm uses Explosive Saw.
The Left Hand of Darkness is assailed by an automated saw blade.
Melee retaliation hits Yvydamira the sandworm for 4 mind, 4 nature, 3 mind, 4 nature (15 total damage).
Yvydamira the sandworm hits The Left Hand of Darkness for 138 physical, 78 physical, 5 darkness, 6 nature (228 total damage).
The Left Hand of Darkness misses Yvydamira the sandworm.
The Left Hand of Darkness misses Yvydamira the sandworm.
Yvydamira the sandworm uses Flurry.
Yvydamira the sandworm performs a melee critical strike against The Left Hand of Darkness!
Yvydamira the sandworm performs a melee critical strike against The Left Hand of Darkness!
The Left Hand of Darkness is crippled.
Yvydamira the sandworm performs a melee critical strike against The Left Hand of Darkness!
Melee retaliation hits Yvydamira the sandworm for 6 mind, 3 nature, 5 mind, 3 nature, 2 mind, 3 nature, 5 mind, 4 nature, 5 mind, 3 nature, 6 mind, 4 nature (49 total damage).
Yvydamira the sandworm hits The Left Hand of Darkness for 79 physical, 77 physical, 5 darkness, 6 nature, 130 physical, 59 physical, 5 darkness, 6 nature, 80 physical (447 total damage).
The Left Hand of Darkness the level 22 cornac adventurer was dissected to death by Yvydamira the sandworm on level 4 of Sandworm lair.
The furious lightning storm around The Left Hand of Darkness calms down and disappears.











































































































