Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.0 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Paradox Mage |
| Level / Exp | 27 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 12 on the 32nd Haze 122nd year of Ascendancy at 10:10 1 / 5Killed by Weirdling Beast at level 22 on the 65th Haze 122nd year of Ascendancy at 06:31 Killed by Isyldann the heavy bone giant at level 26 on the 7th Allure 123rd year of Ascendancy at 02:35 Killed by teluvorta at level 26 on the 7th Allure 123rd year of Ascendancy at 05:25 Killed by Emeda the ghoul at level 27 on the 8th Allure 123rd year of Ascendancy at 14:18 |
Primary Stats
| Strength | 22 (base 17) |
| Dexterity | 13 (base 10) |
| Constitution | 17 (base 12) |
| Magic | 68 (base 57) |
| Willpower | 50 (base 44) |
| Cunning | 14 (base 10) |
Resources
| Life | 660/660 |
| Positive | 112/128 |
| Paradox | 300 |
| Healing Factor | 1.3461497326202 |
| Regeneration | 6.1249812834219 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +46.804258065936% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| See Invisible | 12 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 13 |
| Crit Chance | 6% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 26 (30%) |
| Defense | 24 |
| Ranged Defense | 28 |
| Fatigue | 4 |
| Physical Save | 31 |
| Spell Save | 40 |
| Mental Save | 27 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 24% |
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
| Poison Resistance | 5% |
| Knockback Resistance | 5% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 376% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Chronomancy / Stasis | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timeline Threading | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Timetravel | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Reality Smearing |
| talent | Contingency |
| beneficial effect | The target is moving is 37% faster. 3 Celerity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You must explore the morass. | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 141. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed giant spider spinneret. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed length of troll intestine. * 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 | active |
Equipment
| On feet | pair of iron boots 'Borolevon' (0 def, 3 armour) pair of iron boots 'Borolevon' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +2 Wil / +4 Mag Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Maximum stamina: +5.00 Spell crit. chance: +6% Healing mod.: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Kindlewinnow the brass lantern Kindlewinnow the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 20 light Changes resistances penetration: +25% fire Light radius: +8 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 | iron helm 'Duvoroddagas' (0 def, 3 armour) iron helm 'Duvoroddagas' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% temporal Changes damage: +18% temporal Physical save: +12 (+6 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Eremumas (dig speed 29 turns) Eremumas (dig speed 29 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +9 Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +1 Str Reduces incoming crit damage: 10.00% Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Life regen: +0.40 Maximum life: +80.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Murkdredge MurkdredgePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 darkness Changes resistances: +12% lightning / +12% temporal / +3% darkness Changes resistances penetration: +25% lightning / +25% darkness Changes damage: +6% darkness / +12% temporal Rings can have magical properties. |
| On fingers | copper ring 'Silabeth' copper ring 'Silabeth'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% darkness Changes resistances penetration: +5% acid Changes damage: +11% darkness Critical mult.: +20.00% Equilibrium when hit: +0.12 Mental crit. chance: +1% Rings can have magical properties. |
| Around waist | Demonorder the rough leather belt Demonorder the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes damage: +9% darkness Critical mult.: +25.00% Maximum life: +36.00 Heals friendly targets nearby when you use a nature summon: +10 A belt that goes around your waist. |
| In main hand | Penitence (111% power, 4 apr, temporal element) Penitence (111% power, 4 apr, temporal element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% temporal Damage affinity(heal): +20% temporal Talent granted: +1 Command Staff Spell save: +15 (+5 eff.) Spellpower: +15 (+5 eff.) Spell crit. chance: +10% It can be used to cure up to 5 diseases or poisons (based on Magic), costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
| On hands | Arildil (0 def, 1 armour) Arildil (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +1 Damage when hit (Melee): 8 blight Changes stats: +3 Mag Changes resistances penetration: +15% arcane Critical mult.: +10.00% Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +24% Spell crit. chance: +1% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Boltraven (2 def, 4 armour) Boltraven (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 8 lightning Changes resistances: +16% acid / +17% cold Life regen: +3.40 Maximum life: +36.00 Light radius: +3 See invisible: +12 Healing mod.: +14% A suit of armour made of leather. |
| Cloak | Swampresolve the linen cloak (1 def, 6 armour) Swampresolve the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Damage when hit (Melee): 16 nature Changes stats: +4 Str / +2 Con Changes resistances penetration: +10% nature Changes damage: +3% physical Only die when reaching: -40.00 life Maximum life: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Aeruromintir AeruromintirCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +4 Cun / +3 Con Changes resistances: +3% physical / +6% darkness / +9% temporal Poison immunity: +5% Silence immunity: +10% Knockback immunity: +5% Life regen: +0.50 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
Inventory
movement infusion of the sneak (409% speed; 4 turns) movement infusion of the sneak (409% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 409% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (504% speed; 4 turns) movement infusion of the wizard (504% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 504% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 17%; cure mental) wild infusion of the sneak (resist 17%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: 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 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 26%; cure mental) wild infusion of the wizard (resist 26%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: 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 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heat beam rune of the psychic (184 fire damage)heat beam rune of the psychic (184 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 184.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune of the titan (absorb 232 for 5 turns)shielding rune of the titan (absorb 232 for 5 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 232 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 313 for 5 turns) shielding rune of the wizard (absorb 313 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 313 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 318 for 5 turns) shielding rune of the wizard (absorb 318 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 318 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Balabar BalabarCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -10% Changes stats: +3 Cun / +4 Wil Life regen: +2.40 Light radius: +3 See invisible: +24 Amulets can have magical properties. |
Cyrith the copper amulet Cyrith the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +9 Changes stats: +6 Con Stamina each turn: +0.40 Healing mod.: +10% Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying gold amulet clarifying gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +19% mind Confusion immunity: +20% Amulets can have magical properties. |
copper amulet 'Haryleg' copper amulet 'Haryleg'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex / +4 Con Infravision radius: +3 See invisible: +3 Amulets can have magical properties. |
gold amulet of teleportation gold amulet of teleportationPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Teleport immunity: +50% It can be used to teleport you randomly (rad 30), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
grounding steel amulet of strength (+4) grounding steel amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +16% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
Beliselaith the Daystreak Beliselaith the DaystreakCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Cun / +5 Dex Changes resistances: +9% acid / +3% cold / +9% nature / +3% darkness Light radius: +2 Rings can have magical properties. |
Glesetha the copper ring Glesetha the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +5% physical / +43% fire Changes damage: +11% fire Stun/Freeze immunity: +15% Rings can have magical properties. |
Morningfury the copper ring Morningfury the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Cun Changes resistances: +3% light Changes resistances penetration: +5% light Grants telepathy: Dragon Blindness immunity: +20% Maximum psi: +20.00 Light radius: +3 Infravision radius: +3 See stealth: +7 See invisible: +8 Rings can have magical properties. |
mule's gold ring of power mule's gold ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Fatigue: -4% Maximum encumbrance: +25 Spellpower: +5 (+2 eff.) Mindpower: +7 (+3 eff.) Rings can have magical properties. |
psionicist's steel ring of nature (+24%) psionicist's steel ring of nature (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +24% nature Changes damage: +12% nature Mental save: +6 (+3 eff.) Rings can have magical properties. |
rogue's copper ring of darkness (+24%) rogue's copper ring of darkness (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +24% darkness Changes damage: +12% darkness Rings can have magical properties. |
savior's steel ring of the mountain (+10%) savior's steel ring of the mountain (+10%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +10% physical Changes damage: +10% physical Physical save: +7 (+4 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Rings can have magical properties. |
steel ring 'Arihor' steel ring 'Arihor'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+4 eff.) Changes stats: +5 Str / +2 Dex / +5 Con Changes resistances penetration: +5% physical Physical save: +6 (+3 eff.) Blindness immunity: +23% Disarm immunity: +22% Pinning immunity: +23% Knockback immunity: +32% Life regen: +0.20 Maximum life: +23.00 Infravision radius: +3 See stealth: +7 See invisible: +5 Rings can have magical properties. |
steel ring 'Cyreba' steel ring 'Cyreba'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +4 Cun Changes resistances: +5% arcane Hate when firing a critical mind attack: +1.00 Maximum hate: +4.00 Spellpower: +5 (+2 eff.) Mindpower: +6 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +10 Rings can have magical properties. |
steel ring 'Galeveil' steel ring 'Galeveil'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 lightning Changes stats: +2 Str Changes resistances: +9% lightning Changes resistances penetration: +10% lightning Stun/Freeze immunity: +26% Life regen: +1.70 Rings can have magical properties. |
warrior's gold ring warrior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Rings can have magical properties. |
wizard's gold ring of clarity wizard's gold ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Mental save: +7 (+3 eff.) Confusion immunity: +25% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. vined mindstar 'Glarebrace' (83% power, 18 apr, nature damage)vined mindstar 'Glarebrace' (83% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. Power: 84% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +1 Str / +3 Cun Changes resistances: +9% lightning / +9% fire / +11% cold Talent masteries: +0.10 Psionic / Voracity +0.20 Psionic / Absorption Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Infravision radius: +3 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. |
This item will automatically be transmogrified when you leave the level. Drethad (102% power, 3 apr)Drethad (102% power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Changes stats: +4 Mag / +3 Con Changes resistances: +4% physical Mental save: +30 (+14 eff.) Stun/Freeze immunity: +10% Light radius: +1 One-handed war axes. |
Silodalaith the hardened leather belt Silodalaith the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +7 Changes damage: +6% physical Critical mult.: +8.00% Physical save: +20 (+10 eff.) Mental save: +8 (+4 eff.) Spellpower: +5 (+2 eff.) It can be used to create a temporary shield that absorbs 260 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
linen cloak 'Halegahell' (1 def, 0 armour) linen cloak 'Halegahell' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Defense: +1 (+0 eff.) Changes stats: +6 Str / +3 Wil / +3 Cun Changes damage: +12% physical Life regen: +0.60 Only die when reaching: -40.00 life Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elibrevea the Toxinoath (0 def, 0 armour) Elibrevea the Toxinoath (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 16 nature Changes resistances: +16% lightning Changes resistances penetration: +10% nature Changes damage: +11% lightning / +3% nature Only die when reaching: -20.00 life Maximum life: +20.00 Healing mod.: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cyrytha the Barkstreak (0 def, 1 armour) Cyrytha the Barkstreak (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 mind Changes stats: +2 Str / +1 Wil / +3 Con Changes damage: +3% mind Mental save: +12 (+6 eff.) Maximum hate: +6.00 Mental crit. chance: +2% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Zanygrim the Kindlewedge (0 def, 10 armour) Zanygrim the Kindlewedge (0 def, 10 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +10 Fatigue: +1% Changes resistances: +3% blight / +6% fire / +3% mind Teleport immunity: +20% Life regen: +1.90 Light radius: +3 Healing mod.: +12% A pair of boots made of leather. |
undeterred pair of rough leather boots (0 def, 1 armour) undeterred pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Silence immunity: +20% Confusion immunity: +22% Stun/Freeze immunity: +20% A pair of boots made of leather. |
Kilnfiend (0 def, 2 armour) Kilnfiend (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +2 Damage when hit (Melee): 20 fire Changes stats: +2 Str Changes resistances penetration: +20% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
sand iron gauntlets of strength (+3) (0 def, 7 armour) sand iron gauntlets of strength (+3) (0 def, 7 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +7 Damage (Melee): 5 physical Changes stats: +3 Str Changes damage: +4% physical Metal gloves protecting the hands up to the middle of the lower arm. |
Prismransom the dwarven-steel helm (0 def, 4 armour) Prismransom the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 mind Changes stats: +2 Cun / +5 Wil Changes resistances: +7% nature Changes damage: +15% light Spell save: +5 (+2 eff.) Maximum life: +67.00 Maximum psi: +50.00 Healing mod.: +13% Heals friendly targets nearby when you use a nature summon: +30 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Rainenvy (2 def, 0 armour) Rainenvy (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 nature Changes resistances: +8% darkness / +10% physical Changes resistances penetration: +15% light Changes damage: +8% physical / +10% darkness / +21% nature Maximum hate: +7.00 Mindpower: +7 (+3 eff.) Mental crit. chance: +3% Light radius: +3 A pointy cloth hat, very wizardly... |
linen wizard hat of the sentry (1 def, 0 armour) linen wizard hat of the sentry (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Infravision radius: +4 See stealth: +5 See invisible: +7 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 42%, and attempts to push all creatures other then yourself out of its radius, inflicting 8.31 light damage and 10.47 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
prismatic drakeskin leather cap of fortune (0 def, 5 armour) prismatic drakeskin leather cap of fortune (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +5 Fatigue: +5% Changes stats: +10 Lck Changes resistances: +18% light / +10% darkness Spell crit. chance: +6% Mental crit. chance: +5% A cap made of leather. |
rough leather cap 'Shockrebel' (0 def, 1 armour) rough leather cap 'Shockrebel' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+3 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Con Changes resistances: +7% cold Changes damage: +3% physical Allows you to breathe in: water A cap made of leather. |
spellwoven cashmere wizard hat of earthrunes (2 def, 2 armour) spellwoven cashmere wizard hat of earthrunes (2 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Changes stats: +2 Con Mana each turn: +0.13 Spellpower: +4 (+2 eff.) Spell crit. chance: +3% It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 85.69 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Velotta (3 def, 6 armour) Velotta (3 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +6 Str / +6 Dex / +5 Mag / +5 Wil / +5 Cun Changes resistances: +12% acid Spell save: +29 (+10 eff.) Silence immunity: +15% Confusion immunity: +10% Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +51.00 A suit of armour made of leather. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
449 alchemist agate 449 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
Daylace the iron pickaxe (dig speed 36 turns) Daylace the iron pickaxe (dig speed 36 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +1 Str / +2 Mag Changes resistances: +9% blight Changes resistances penetration: +25% blight Changes damage: +15% light / +3% blight Maximum mana: +21.00 Spell crit. chance: +5% Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Veliritira (dig speed 29 turns) Veliritira (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Changes stats: +1 Str / +2 Dex Changes resistances: +6% cold Changes damage: +12% mind Stun/Freeze immunity: +30% Movement speed: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Bethybeth the brass lantern Bethybeth the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 10 fire Changes stats: +5 Str / +6 Mag Changes resistances: +6% fire Light radius: +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. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Glodanne the Duskwend [power 21] (30 cooldown) Glodanne the Duskwend [power 21] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 mind Changes resistances: +6% darkness Changes damage: +3% mind / +6% darkness It can be used to teleport randomly (rad 21), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
steel torque of psychoportation 'Bethymira' [power 30] (30 cooldown) steel torque of psychoportation 'Bethymira' [power 30] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +16 (+8 eff.) Physical power: +20 (+10 eff.) Changes stats: +3 Dex It can be used to teleport randomly (rad 30), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. Arumaldir the Voidblood [power 2] (10 cooldown)Arumaldir the Voidblood [power 2] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +6% darkness Maximum wards: +2 acid / +2 nature / +2 light Changes resistances penetration: +10% blight Talent granted: +1 Ward Critical mult.: +5.00% Spell save: +36 (+12 eff.) Maximum mana: +80.00 It can be used to remove up to 2 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. Lisudhelaith [power 117] (6 cooldown)Lisudhelaith [power 117] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +9% blight Changes resistances penetration: +5% blight Changes damage: +9% arcane / +15% blight Talent cooldown: Volcano (-2 turns) Talent granted: +3 Volcano It can be used to creates a wall of flames lasting 4 turns (dealing 117 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged ash wand of clairvoyance [power 11] (8 cooldown) supercharged ash wand of clairvoyance [power 11] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you, dispelling darkness (radius 11, power 73 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Brave the Cornac Paradox Mage level 25
9th Decay 122nd year of Ascendancy at 06:38 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Brave the Cornac Paradox Mage level 23
70th Haze 122nd year of Ascendancy at 18:14 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Brave the Cornac Paradox Mage level 10
19th Haze 122nd year of Ascendancy at 16:07 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Brave the Cornac Paradox Mage level 20
61st Haze 122nd year of Ascendancy at 14:58 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Brave the Cornac Paradox Mage level 19
61st Haze 122nd year of Ascendancy at 14:58 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Brave the Cornac Paradox Mage level 11
20th Haze 122nd year of Ascendancy at 19:12 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Brave the Cornac Paradox Mage level 14
41st Haze 122nd year of Ascendancy at 13:03 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Brave the Cornac Paradox Mage level 23
80th Haze 122nd year of Ascendancy at 14:08 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Brave the Cornac Paradox Mage level 14
37th Haze 122nd year of Ascendancy at 08:20 see stats
Log
Talent Time Shield is ready to use.
Reality around Brave is coherent again.
Talent Echoes From The Past is ready to use.
Talent Stop is ready to use.
Spacetime feels more stable.
Rested for 20 turns (stop reason: all resources and life at maximum).
Resting starts...
Brave retunes the fabric of spacetime.
Rested for 2 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 0.70 gold pieces.
Brave picks up (A.): Drethad (102% power, 3 apr).
Brave picks up (f.): shielding rune of the titan (absorb 232 for 5 turns).
You pickup 2.70 gold pieces.
Brave picks up (B.): vined mindstar 'Glarebrace' (83% power, 18 apr, nature damage).
You pickup 1.70 gold pieces.
Brave picks up (U.): aquamarine.
You pickup 0.65 gold pieces.
You pickup 0.65 gold pieces.
Brave picks up (8.): Arumaldir the Voidblood [power 2] (10 cooldown).
Brave picks up (9.): Lisudhelaith [power 117] (6 cooldown).
Ghoulking uses Summon.
Ghoulking summons Ghoul!
Ran for 2 turns (stop reason: hostile spotted to the northwest (ghoulking)).
Brave deactivates Contingency.
Brave deactivates Reality Smearing.
