











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.5This 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 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.5.0Official 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:
Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Possessor |
| Level / Exp | 39 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton magus at level 9 on the 11st Dusk 122nd year of Ascendancy at 16:51 6 / 1 |
Primary Stats
| Strength | 96.1216 (base 12) |
| Dexterity | 89.312 (base 12) |
| Constitution | 24 (base 10) |
| Magic | 85.5452 (base 60) |
| Willpower | 88 (base 60) |
| Cunning | 123.2812 (base 35) |
Resources
| Mana | 698/698 |
| Equilibrium | 0 |
| Vim | 252/252 |
| Life | 2163/3259 |
| Steam | 100/100 |
| Stamina | 409/409 |
| Psi | 504/504 |
| Healing Factor | 1.1582474226804 |
| Regeneration | 1.9111082474227 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +64.0996051174% |
| Spell | 0% |
| Global | +140.9693877551% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 5 |
| See Stealth | 48.685490129958 |
| See Invisible | 48.685490129958 |
Offense: Mainhand
| Damage | 141 |
| Accuracy | 84 |
| Crit Chance | 119% |
| APR | 31 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 64 |
| Accuracy | 84 |
| Crit Chance | 119% |
| APR | 51 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 67% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 67% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +21% |
| Blight | +18% |
| Physical | +34% |
| Cold | +35% |
| All | 0% |
| Darkness | +20% |
| Lightning | +26% |
| Mind | +12% |
| Fire | +18% |
| Nature | +15% |
Offense: Damage Penetration
| Physical | +38% |
| Mind | +54% |
| All | +29% |
Defense: Base
| Armour (hardiness) | 62.5801739397 (71.159959798995%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 0 |
| Physical Save | 74.3 |
| Spell Save | 69.68 |
| Mental Save | 82 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 11%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 70%( 70%) |
| All | + 3%( 70%) |
| Mind | + 10%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 38%( 70%) |
| Physical | + 24%( 70%) |
| Darkness | + 41%( 70%) |
| Fire | + 39%( 70%) |
| Nature | + 61%( 70%) |
Defense: Immunities
| Teleport Resistance | 85% |
| Pinning Resistance | 17% |
| Disarm Resistance | 72% |
| Confusion Resistance | 30% |
| Knockback Resistance | 17% |
| Stun Resistance | 43% |
| Instadeath Resistance | 100% |
| Blind Resistance | 0% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 542 damage for 6 turns. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 137% efficiency and cooldown mod of 91%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 431 damage for 6 turns. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 147% efficiency and cooldown mod of 76%. Its effects scale with your Magic stat. |
Class Talents
| Psionic / Possession | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Psionic / Battle psionics | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Psionic / Body snatcher | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Psychic blows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 12/5 |
| 7/5 |
| 7/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Defensive Posture |
| talent | Psionic Disruption |
| talent | Channel Pain |
| talent | Chant of Fortitude |
| detrimental effect | On death will restore to the source up to 3 times the vim's worth. Bleak Outcome |
| beneficial effect | You use the body of one of your fallen victims. You can not heal in this form. Assume Form |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+41% global speed). Clarity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. You should bring it to the elders of Last Hope in the southeast. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost tinker from death by Cultist. Escort: lost tinker (level 1 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You failed to protect the lost tinker from death by znke. Escort: lost tinker (level 2 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 5 of Dreadfell. Escort: lost tinker (level 5 of Dreadfell)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 7 of Dreadfell. Escort: lost tinker (level 7 of Dreadfell)As a reward you improved talent Craftsman's Eye (+1 level(s)). | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
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's current energy level is: 28. | 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. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed minotaur nose. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed giant spider spinneret. * '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.' | 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! | 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 within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You 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) 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold Phys.save +12 (+2 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | 145 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. |
| Light source | Lisimiselle the Flashweeper2.0 T1 lite [Rare] Master While equipped: dps ---------- Melee Ret 8 lightning ----- def ----- Armour +4 Resists +9% acid +6% light +9% lightning Disarm- +5% ---------- misc Light +5 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 | Baledunaroddahad the hardened leather hat (0 def, 3 armour) 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Lck +7 Wil dps ---------- Phys.crit +4.0% Spell.crit +5% Mind.crit +4% Crit.mult +5.00% Spell.pwr +4 (+1 eff.) Acc +16 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +8% blight Mind.save +8 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/ret +1.80 Equi/ret +1.20 Light +6 A hat made of leather. Very stylish. |
| On hands | Islenn the Heatsweep (0 def, 2 armour) 1.0 T3 hands armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +3 Dex +4 Cun dps ---------- Phys.crit +14.0% Spell.crit +11% Mind.crit +10% Crit.mult +8.00% Melee+ 8 mind Dmg.mod +6% mind +3% fire ----- def ----- Armour +2 Resists +3% acid +6% temporal +7% mind Phys.save +8 (+2 eff.) Mind.save +30 (+6 eff.) Disease- +15% Disarm- +80% Confus- +5% ---------- misc Talents +3 Iron Grip Cooldown Double Strike -1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel pickaxe 'Ulfyrig' (dig speed 32 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +3 Wil +8 Cun dps ---------- Res.pen +25% mind ----- def ----- Fatigue -6% ---------- misc Hate/m.crit +2.00 Max.hate +8.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Mucusclash'0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +6% mind +14% physical Melee Ret 8 mind ----- def ----- Resists +3% nature +14% physical Mind.save +5 (+1 eff.) Confus- +20% Rings can have magical properties. |
| On fingers | Ulfysus the Healsting0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% lightning On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +28% lightning +6% cold +5% arcane +9% darkness Spell.save +30 (+6 eff.) Rings can have magical properties. |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 18 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Duvukalthodunatar the yew vilestaff (20-24 power, 20 apr, physical element) 5.0 T3 staff 1H weapon [Random Unique] Master Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +20 Crit +19.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +23.0% Spell.crit +6% Crit.mult +33.00% Phys.pwr +8 (+2 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +6% acid +20% physical Acc +8 (+2 eff.) Melee Ret 4 acid On Hit (Melee): * 10 arcane resource burn * Slows global speed by 30% ----- def ----- Resists +3% nature ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Duvonarikor the hardened leather belt |
| In off hand | Velamina the Tempestrip (9-9.9 power, 40 apr, mind damage) 3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic This mindstar absorbs psionic energy that needs to be projected. Power 9.0 - 9.9 Mind Uses 40% Wil, 50% Mag, 20% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +19.5% Atk.spd 100% Melee+ +8 lightning Against +0% Undead +0% Demon +0% Horror While equipped: Stats +5 Cun dps ---------- Mind.crit +3% Crit.mult +11.00% Mind.pwr +6 (+2 eff.) Dmg.mod +3% blight +12% lightning On Hit (Melee): * 20% chance to disease ----- def ----- Resists +10% lightning +10% fire +13% cold Max.HP +18.00 HP.reg +1.00 ---------- misc Masteries +0.10 Psionic/Voracity +0.20 Psionic/Absorption 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. |
| Cloak | cashmere cloak 'Aravea' (2 def, 4 armour) 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +2 Con +3 Wil dps ---------- Crit.mult +12.00% ----- def ----- Armour +4 Defense +2 (+1 eff.) Resists +30% lightning +3% physical +0% nature +0% cold Phys.save +20 (+4 eff.) Mind.save +9 (+2 eff.) HP.reg +0.40 Heal.mod +5% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Death's Embrace (18 def, 18 armour) 9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Str +11 Dex +11 Mag +6 Wil +11 Cun +6 Con dps ---------- Crit.mult +20.00% Spell.pwr +10 (+3 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+5 eff.) Fatigue +0% Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 45, based on Cunning and Magic) for 10 turns. Uses 30 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Inventory
medical injector implant of the wizard (efficiency 187% / cooldown 100%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 187% efficiency and cooldown mod of 100%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 11)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.2 steam per turn. Can be activated for an instant burst of 56 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the wizard (heal 250)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 250 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+22 for 10 turns, die at -1151)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 10 turns. While Heroism is active, you will only die when reaching -1151 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the titan (26 nature damage, 39% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 19 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 26.45 nature damage per turn for 7 turns, and reducing the target's healing received by 39%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 219 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 219 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 26%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 26%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 20%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 26%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (502.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 502.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the sneak (426 acid damage; disarm 5 turns with power 72)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 425.84 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 72 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 7)0.1 T4 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 7. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (473 lightning damage)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 157.51 to 472.52 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (931% regen over 10 turns; 47 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 931% for 10 turns and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] 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 [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] 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 [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] 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 [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 36 power out of 60/60 The evilness of undeath radiates from this amulet. |
Olazilagorn the steel amulet0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Wil dps ---------- Melee+ 6 light 7 darkness Dmg.mod +5% light +8% darkness Res.pen +10% mind On Melee Ret: * 7% chance to inflict 15% damage reduction * 7% chance to blind ----- def ----- Teleport- +50% ---------- misc Light +2 See.Invis +9 Masteries +0.17 Steamtech/Physics Teleport you randomly (rad 32) Puts all charms on 9 cooldown Amulets can have magical properties. |
clarifying gold amulet of strength (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +18% mind Confus- +28% Amulets can have magical properties. |
gold ring 'Relgydig'0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +3 Dex +6 Con dps ---------- Crit.mult +15.00% Phys.pwr +6 (+2 eff.) Dmg.mod +13% darkness ----- def ----- Armour +6 Resists +26% darkness Max.HP +40.00 Rings can have magical properties. |
psionicist's stralite ring of fire (+22%)0.1 T4 ring jewelry [Ego] Nature/Psionic While equipped: Stats +6 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Mind.save +12 (+3 eff.) Rings can have magical properties. |
thought-forged dwarven-steel battleaxe (30.5-45.75 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Psionic Power 30.5 - 45.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +14 mind On Hit: * 17% chance to cause random gloom While equipped: Stats +6 Cun +3 Wil Massive two-handed battleaxes. |
Mercy (35-45.5 power, 9 apr)1.0 T4 dagger 1H weapon [Unique] Psionic Power 35.0 - 45.5 Physical Uses 45% Cun, 50% Mag, 55% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals physical damage equal to 3% of the target's missing health While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
balanced steel dagger of vileness (10.5-13.65 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 10.5 - 13.7 Physical Uses 45% Dex, 45% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 blight On Hit: * 5% chance to disease While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +17% Sharp, short and deadly. |
Sawrd (30-48 power, 19 apr)3.0 T5 greatsword 2H weapon [Unique] Steamtech Power 30.0 - 48.0 Phys.bleed Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Recurse +3 Rcrse.rdc -67% While equipped: Stats +7 Str +7 Dex +7 Cun ---------- misc Masteries +0.20 Technique/Two-handed assault A brutal weapon of countless blades. |
insidious dwarven-steel greatsword of persecution (36.5-58.4 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Nature/Disrupt Power 36.5 - 58.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +56 insidious poison Against +17% Unnatural While equipped: Stats +5 Wil Massive two-handed swords. |
insidious steel greatsword of erosion (23-36.8 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature Power 23.0 - 36.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +27 insidious poison +13 temporal +10 nature Massive two-handed swords. |
steel greatsword (21-33.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 21.0 - 33.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
Abyssvenom (30-42 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Arcane Power 30.0 - 42.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +13 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: Stats +4 Wil dps ---------- Mind.crit +6% Dmg.mod +6% mind Melee Ret 8 fire ---------- misc Psi/ret +0.20 Hate/m.crit +5.00 Blunt and deadly. |
Adildarin (16.5-23.1 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Psionic Power 16.5 - 23.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 25% chance to put talents on cooldown While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +9% fire +5% arcane +9% temporal Spell.save +30 (+6 eff.) Disease- +10% Blunt and deadly. |
Elylekira the steel mace (13-18.2 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 13.0 - 18.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +2 Str +2 Wil +3 Cun dps ---------- Mind.crit +6% Crit.mult +25.00% Res.pen +9% physical Acc +9 (+2 eff.) Apr +9 ---------- misc Equi/ret +0.08 Blunt and deadly. |
thorny mindstar (8-8.8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Normal] Nature Power 8.0 - 8.8 Nature Uses 40% Wil, 50% Mag, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) 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. |
mighty cured leather sling of cunning (+5)4.0 T2 sling 1H weapon Reqs Shoot [Ego] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.1% dam / acc Atk.spd 125% Range +7 While equipped: Stats +5 Cun +3 Str dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +13% physical Slings are used to hurl stones or metal shots at your foes. |
Staff of Absorption7.0 staff 2H weapon [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+5 eff.) Acc +20 (+4 eff.) Absorb energies. Uses 600 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
short ash magestaff (15-18 power, 3 apr, lightning element)5.0 T2 staff 1H weapon [Ego] Master Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc 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. |
dwarven-steel steamgun4.0 T3 steamgun 1H weapon Reqs Shoot [Normal] Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
penetrating stralite steamgun4.0 T4 steamgun 1H weapon Reqs Shoot [Ego+] Arcane/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +12% physical Phasing +27% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
chilling dwarven-steel steamsaw of the mystic (22-33 power, 14 apr)3.0 T3 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +48 Melee+ +12 cold Uses 1.0 Steam While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +9 (+3 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
quick deep-steel trident (28-44.8 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Master Power 28.0 - 44.8 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 111% While equipped: Stats +3 Dex dps ---------- Acc +12 (+3 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
stralite waraxe 'Squalorrupture' (40.5-56.7 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 40.5 - 56.7 Acid Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +15 darkness +17 temporal Against +13% Living On Hit.r1 +8 nature +4 acid On Crit.r2 +4 nature While equipped: dps ---------- Dmg.mod +18% acid +9% darkness Melee Ret 14 temporal ----- def ----- Resists +13% temporal One-handed war axes. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
spiritwalker's hardened leather belt of resilience1.0 T3 belt armor [Ego+] Arcane/Nature While equipped: Stats +1 Mag ----- def ----- Max.HP +39.00 ---------- misc Mana/turn +0.16 Max.mana +38.00 A belt that goes around your waist. |
Blastmortal the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire Res.pen +25% lightning +25% temporal Melee Ret 12 lightning 12 fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning +16% fire +11% cold A pair of boots made of leather. |
Haredudan (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Dex +3 Mag +2 Wil ----- def ----- Armour +1 Fatigue +1% Resists +15% lightning +6% temporal +5% arcane Phys.save +0 (+0 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc Light +2 A pair of boots made of leather. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +3% ---------- misc Stam/turn +0.60 Max.stam +22.00 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets 'Isledhewe' (0 def, 4 armour)1.5 T3 hands armor [Rare] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Melee+ 7 arcane ----- def ----- Armour +4 Resists +5% arcane +12% light Crit.dmg- 15.00% Spell.save +15 (+3 eff.) Die.at -20.00 life Disarm- +0% Disperse Magic: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Bloomquill (0 def, 3 armour) 2.0 T3 head armor [Random Unique] Arcane/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +6% nature Acc +9 (+2 eff.) Melee Ret 8 acid ----- def ----- Armour +3 Fatigue +3% Resists +15% acid +8% darkness +7% blight +8% fire +10% cold Spell.save +8 (+2 eff.) Mind.save +7 (+2 eff.) Silence- +0% ---------- misc Light +5 Circle of Sanctity: (Instant) Puts all charms on 18 cooldown Level 4.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A cap made of leather. |
Chalodoblek (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +6 Dex +4 Wil +3 Cun dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% Heal/summ +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+3 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
clarifying cashmere wizard hat of nature (+18%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Psionic While equipped: Stats +5 Cun dps ---------- Dmg.mod +12% nature ----- def ----- Defense +2 (+1 eff.) Resists +18% nature Mind.save +8 (+2 eff.) A pointy cloth hat, very wizardly... |
dwarven-steel helm of trickery (0 def, 4 armour)3.0 T3 head armor [Ego+] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Apr +5 ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
hardened leather hat 'Milatharim' (0 def, 11 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Dex +6 Con dps ---------- Phys.crit +3.0% Phys.pwr +10 (+2 eff.) Dmg.mod +9% arcane Res.pen +25% arcane ----- def ----- Armour +11 Fatigue +3% Resists +19% darkness ---------- misc Infravis +5 A hat made of leather. Very stylish. |
insulating cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +9% fire +11% cold A pointy cloth hat, very wizardly... |
mindcaging hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Psionic While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +15% mind Mind.save +17 (+4 eff.) Confus- +25% A cap made of leather. |
rough leather hat 'Toruvor' (0 def, 1 armour) =wate=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +20% mind ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +5% cold +6% mind Stun/Frz- +20% Teleport- +10% ---------- misc Max.hate +2.00 Breathe water A hat made of leather. Very stylish. |
prismatic dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 T3 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +18% cold +14% light +15% darkness A suit of armour made of mail. |
steel mail armour of command (9 def, 11 armour)14.0 T2 heavy armor [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +11 Defense +9 (+3 eff.) Fatigue +14% Mind.save +11 (+3 eff.) A suit of armour made of mail. |
voratun mail armour of acid resistance (5 def, 10 armour)14.0 T5 heavy armor [Ego] Master While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +27% acid A suit of armour made of mail. |
cured leather armour of Toknor (2 def, 4 armour)9.0 T2 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% A suit of armour made of leather. |
Cloudvenom (4 def, 9 armour)17.0 T2 massive armor Reqs Heavy Armour Training 3 [Rare] Master While equipped: Stats +7 Str +3 Dex +6 Con dps ---------- On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +22% Max.HP +46.00 ---------- misc Infravis +3 A suit of armour made of metal plates. |
dwarven-steel plate armour 'Xanithra' (5 def, 23 armour)17.0 T3 massive armor Reqs Heavy Armour Training 3 [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +10 (+2 eff.) Melee Ret 15 physical ----- def ----- Armour +23 Defense +5 (+2 eff.) Fatigue +24% Resists +12% mind Phys.save +30 (+5 eff.) HP.reg +0.60 ---------- misc Stam/turn +1.00 A suit of armour made of metal plates. |
Chalarath the dwarven-steel shield (8 def, 2 armour, 75.5 block)7.0 T3 shield armor Reqs Heavy Armour Training 2 [Rare] Nature While equipped: Stats +4 Mag +6 Wil +9 Cun dps ---------- Melee Ret 16 ice ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Resists +15% cold ---------- misc Talents +3 Block Handheld deflection devices. |
dwarven-steel shield 'Adudhema' (8 def, 2 armour, 81.5 block)7.0 T3 shield armor Reqs Heavy Armour Training 2 [Rare] Arcane While equipped: Stats +4 Dex dps ---------- Melee Ret 20 arcane On Melee Ret: * 15% chance to daze at end of turn ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Resists +16% lightning ---------- misc Vim/s.crit +4.00 Talents +3 Block Handheld deflection devices. |
self-loading quiver of elven-wood arrows of accuracy (20/20, 42-58.8 power, 14 apr)3.0 T4 arrow ammo [Ego] Arcane/Master Power 42.0 - 58.8 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit / acc Acc +23 Apr +14 Crit +2.5% Capacity 20 Rld cld 3 Arrows are used with bows to pierce your foes to death. |
9 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. |
1248 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 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. |
8 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 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 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 +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (141 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
3 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. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 555.89 fire damage (based on Magic). Uses 30 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
powerful frost salve [power 25] powerful frost salve [power 25]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 147% efficiency and 76% cooldown modifier. Remove 2 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 293] powerful pain suppressor salve [power 293]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 147% efficiency and 76% cooldown modifier. Let you fight up to -293 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 6 cooldown Activation is instant. Medical salve. |
powerful water salve [power 25] powerful water salve [power 25]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 147% efficiency and 76% cooldown modifier. Remove 2 mental effects and grants a water aura (25% blight, mind and acid affinity). Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
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. |
pouch of dwarven-steel shots (22/22, 33.5-40.2 power, 3 apr)3.0 T3 shot ammo [Normal] Power 33.5 - 40.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 22 Shots are used with slings to pummel your foes to death. |
dwarven steel silver filigree0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag Against +21% Undead +21% Demon +21% Horror Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel silver filigree0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag Against +21% Undead +21% Demon +21% Horror Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
iron torque of kinetic psionic shield [power 23] (12 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind [power 2] (6 cooldown)2.0 T2 torque charm [Ego] Psionic Absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of charged psionic shield [power 97] (16 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 97 for 7 turns Puts all charms on 16 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of thermal psionic shield [power 113] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 113 for 7 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of kinetic psionic shield [power 33] (14 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 33 for 7 turns Puts all charms on 14 cooldown Torques are made by powerful psionics to store psionic powers. |
2 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. |
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. |
2 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. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By znke the Cornac Possessor level 30
6th Allure 123rd year of Ascendancy at 14:32 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By znke the Cornac Possessor level 34
11st Pyre 123rd year of Ascendancy at 09:45 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By znke the Cornac Possessor level 34
55th Regrowth 123rd year of Ascendancy at 08:15 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By znke the Cornac Possessor level 36
16th Pyre 123rd year of Ascendancy at 13:50 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By znke the Cornac Possessor level 25
34th Haze 122nd year of Ascendancy at 05:53 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By znke the Cornac Possessor level 33
20th Regrowth 123rd year of Ascendancy at 21:10 see stats
Fast Curse Dispel (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By znke the Cornac Possessor level 34
55th Regrowth 123rd year of Ascendancy at 08:15 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By znke the Cornac Possessor level 30
6th Allure 123rd year of Ascendancy at 10:53 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By znke the Cornac Possessor level 10
13rd Dusk 122nd year of Ascendancy at 01:18 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By znke the Cornac Possessor level 20
70th Dusk 122nd year of Ascendancy at 15:30 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By znke the Cornac Possessor level 30
4th Allure 123rd year of Ascendancy at 16:37 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By znke the Cornac Possessor level 14
30th Dusk 122nd year of Ascendancy at 04:20 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By znke the Cornac Possessor level 37
21st Pyre 123rd year of Ascendancy at 02:52 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By znke the Cornac Possessor level 28
6th Decay 122nd year of Ascendancy at 05:54 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By znke the Cornac Possessor level 30
6th Allure 123rd year of Ascendancy at 14:32 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By znke the Cornac Possessor level 21
17th Haze 122nd year of Ascendancy at 01:16 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By znke the Cornac Possessor level 8
8th Dusk 122nd year of Ascendancy at 21:15 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By znke the Cornac Possessor level 30
6th Allure 123rd year of Ascendancy at 14:32 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By znke the Cornac Possessor level 21
18th Haze 122nd year of Ascendancy at 17:01 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By znke the Cornac Possessor level 16
46th Dusk 122nd year of Ascendancy at 12:22 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By znke the Cornac Possessor level 28
51st Haze 122nd year of Ascendancy at 17:27 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By znke the Cornac Possessor level 20
71st Dusk 122nd year of Ascendancy at 00:16 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By znke the Cornac Possessor level 37
21st Pyre 123rd year of Ascendancy at 18:24 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Znke deactivates Defensive Posture.
Znke activates Defensive Posture.
Znke deactivates Psionic Disruption.
Znke activates Psionic Disruption.
Znke deactivates Channel Pain.
Znke activates Channel Pain.
Znke deactivates Chant of Fortitude.
Znke activates Chant of Fortitude.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Znke uses Assume Form.
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Znke deactivates Chant of Fortitude.
Znke deactivates Channel Pain.
Znke deactivates Psionic Disruption.
Znke deactivates Defensive Posture.
























































































































