Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Temporal Warden |
| Level / Exp | 26 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by Belarinor the shadowblade at level 26 on the 3rd Pyre 123rd year of Ascendancy at 19:47 / 1 |
Primary Stats
| Strength | 14 (base 12) |
| Dexterity | 57 (base 49) |
| Constitution | 16 (base 10) |
| Magic | 68 (base 57) |
| Willpower | 24 (base 12) |
| Cunning | 27 (base 10) |
Resources
| Life | -102/713 |
| Paradox | 265 |
| Healing Factor | 1.15 |
| Regeneration | 1.8975 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 22.299043676975 |
| See Invisible | 27.299043676975 |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 38 |
| Crit Chance | 11% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 41 |
| Accuracy | 38 |
| Crit Chance | 17% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49.333333333333 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31.8 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| All | +5% |
Defense: Base
| Armour (hardiness) | -7.6987394908307 (30%) |
| Defense | 33.816676986367 |
| Ranged Defense | 33.816676986367 |
| Fatigue | 0 |
| Physical Save | 35.961409214157 |
| Spell Save | 43.540939476104 |
| Mental Save | 43.95 |
Defense: Resistances
| All | -15%( 70%) |
Defense: Immunities
| Pinning Resistance | 29% |
| Confusion Resistance | 34% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Knockback Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 396 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 44 with a minimum range of 15. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 440 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Stasis | 1.10 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Weapon Folding |
| talent | Contingency |
| talent | Chant of Fortitude |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The target has been revealed, reducing its stealth power by 20. Luminescence |
| detrimental effect | The target has been splashed with acid, taking 8.70 acid damage per turn, reducing armour by 9 and attack by 9. Acid Splash |
| beneficial effect | The target is out of phase with reality, increasing defense by 8, resist all by 5%, and reducing the duration of detrimental timed effects by 0%. Out of Phase |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The time distortion has created a restoration field, healing the target for 38 each turn. Temporal Restoration Field |
| beneficial effect | The target is recovering 18 life each turn. Recovery |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You abandoned lost warrior to death. Escort: lost warrior (level 2 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Hat. Escort: worried loremaster (level 1 of Dreadfell) | failed |
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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | 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 AlchemistsAgrimley the hermit has completed an elixir of explosive force without your aid. 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 orc heart. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed sandworm tooth. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 within | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 34% (based on Cunning), costing 50 power out of 27/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | Manirek the alchemist's lamp Manirek the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Str Changes resistances: +1% physical Reduces incoming crit damage: 10.00% Maximum life: +72.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Kiln's kiss the cashmere wizard hat (2 def, 0 armour) Kiln's kiss the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 fire Changes stats: +3 Con / +3 Mag Changes damage: +9% fire / +8% arcane / +9% nature Equilibrium when hit: +1.00 Psi when hit: +1.60 Hate when hit: +0.90 Infravision radius: +5 See stealth: +7 See invisible: +12 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 44%, and attempts to push all creatures other then yourself out of its radius, inflicting 9.16 light damage and 9.16 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... |
| On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
| Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Mayurin the steel ring Mayurin the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +26% lightning / +20% fire / +5% arcane Changes damage: +13% lightning / +10% fire / +3% arcane Maximum encumbrance: +23 Rings can have magical properties. |
| On fingers | Elyth the Cracklestinger Elyth the CracklestingerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes resistances: +3% light / +6% lightning Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +12 (+4 eff.) Rings can have magical properties. |
| Around neck | Rootvein the gold amulet Rootvein the gold amuletInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +5 Dex Changes resistances: +14% mind / +13% temporal Changes damage: +6% nature / +12% temporal Confusion immunity: +34% Pinning immunity: +29% Knockback immunity: +23% Amulets can have magical properties. |
| In main hand | Ce'Nebreta (130% power, 3 apr) Ce'Nebreta (130% power, 3 apr)Requires: - Magic 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Power: 131% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 8% chance to inflict damage reduction * 25% chance to put talents on cooldown * 20% chance to curse the target When wielded/worn: Armour penetration: +1 Physical power: +2 (+1 eff.) Changes resistances: +3% acid Maximum life: +30.00 Sharp, long, and deadly. |
| Around waist | Gytta the hardened leather belt Gytta the hardened leather beltPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +6% nature / +3% lightning Maximum encumbrance: +26 Physical save: +8 (+4 eff.) Mental save: +17 (+6 eff.) Disease immunity: +5% Spellpower: +10 (+3 eff.) Mindpower: +5 (+2 eff.) A belt that goes around your waist. |
| In off hand | Spelldrinker (132% power, 8 apr) Spelldrinker (132% power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 50% Mag, 55% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
| Cloak | Zarand the cashmere cloak (2 def, 0 armour) Zarand the cashmere cloak (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10 arcane resource burn * Slows global speed by 15% Changes stats: +3 Str / +2 Dex / +3 Cun / +3 Con Changes resistances: +12% blight / +6% fire / +13% nature Changes damage: +15% acid Physical save: +7 (+4 eff.) Life regen: +1.40 Maximum life: +61.00 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | mindwoven cashmere robe of power (2 def, 0 armour) mindwoven cashmere robe of power (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes damage: +5% all Mental save: +15 (+5 eff.) Spellpower: +10 (+3 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the wizard (570% speed; 5 turns) movement infusion of the wizard (570% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 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 nature gift Description: Activate the infusion to increase movement speed by 570% 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 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. |
movement infusion of the wizard (540% speed; 5 turns) movement infusion of the wizard (540% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 540% 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 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. |
movement infusion of the wizard (581% speed; 6 turns) movement infusion of the wizard (581% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 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 581% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 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. |
regeneration infusion of the titan (heal 114 over 5 turns) regeneration infusion of the titan (heal 114 over 5 turns)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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 114 life over 5 turns. Its effects scale with your Constitution 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 (resist 14%; cure magical, physical) wild infusion (resist 14%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 cure yourself of one random magical or physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 psychic (resist 19%; cure mental, physical) wild infusion of the psychic (resist 19%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 cure yourself of one random mental or physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 psychic (resist 12%; cure magical) wild infusion of the psychic (resist 12%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random magical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 psychic (resist 16%; cure mental) wild infusion of the psychic (resist 16%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 warrior (resist 19%; cure mental) wild infusion of the warrior (resist 19%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 23%; cure mental) wild infusion of the wizard (resist 23%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random mental effect and reduce all damage taken by 23% for 5 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. |
heat beam rune (50 fire damage) heat beam rune (50 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: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 49.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
phase door rune of the duelist (range 10; power 29; dur 3) phase door rune of the duelist (range 10; power 29; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Dexterity 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 356 for 4 turns) shielding rune of the wizard (absorb 356 for 4 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: 21 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 356 damage for 4 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. |
teleportation rune of the warrior (range 55) teleportation rune of the warrior (range 55)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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 55 with a minimum range of 15. Its effects scale with your Strength 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. |
teleportation rune of the wizard (range 108) teleportation rune of the wizard (range 108)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: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 108 with a minimum range of 15. 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. |
Fogpassion the steel amulet Fogpassion the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% lightning / +3% mind Changes resistances penetration: +15% darkness Stun/Freeze immunity: +24% Amulets can have magical properties. |
Layarialle the steel amulet Layarialle the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Dex Changes resistances: +10% light / +12% darkness Changes damage: +6% mind Blindness immunity: +20% Light radius: +2 Amulets can have magical properties. |
Skyrage SkyrageCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 16 lightning / 4 fire Changes damage: +9% lightning Talent mastery: +0.19 Chronomancy / Chronomancy Amulets can have magical properties. |
copper amulet 'Cyrekira' copper amulet 'Cyrekira'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Physical save: +32 (+12 eff.) Spell save: +12 (+4 eff.) Mental save: +11 (+4 eff.) Blindness immunity: +15% Knockback immunity: +5% Amulets can have magical properties. |
copper amulet 'Xaneldabeth' copper amulet 'Xaneldabeth'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Cut immunity: +50% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 159 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
gold amulet 'Arcreek' gold amulet 'Arcreek'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +3% lightning / +6% darkness / +22% fire / +3% nature / +18% cold Amulets can have magical properties. |
Duryruilen the Sunkarma Duryruilen the SunkarmaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +22% acid / +6% light Changes resistances penetration: +5% light Changes damage: +11% acid Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.21 cold and 11.21 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +21.00 Rings can have magical properties. |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Rings can have magical properties. |
steel ring of sensing steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Blindness immunity: +21% Infravision radius: +4 See stealth: +7 See invisible: +8 Rings can have magical properties. |
Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 55% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 115.17 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
dwarven-steel waraxe 'Galekiss' (132% power, 4 apr) dwarven-steel waraxe 'Galekiss' (132% power, 4 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 133% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +8 lightning When wielded/worn: Effects on melee hit: * 15% chance to daze Changes resistances: +6% nature One-handed war axes. |
hardened leather belt 'Sunsweep' hardened leather belt 'Sunsweep'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +9% fire Changes resistances penetration: +10% fire Physical save: +7 (+4 eff.) Mindpower: +5 (+2 eff.) A belt that goes around your waist. |
Radiancefoe (7 def, 0 armour) Radiancefoe (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Effects on melee hit: * 40% chance to blind Changes resistances: +3% nature Changes damage: +6% light Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Ulforomikalthostir the hardened leather gloves (0 def, 2 armour) Ulforomikalthostir the hardened leather gloves (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 lightning Changes resistances: +7% lightning Changes damage: +6% lightning Grants telepathy: Dragon Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Manorath (2 def, 0 armour) Manorath (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 acid Changes resistances: +24% lightning Changes resistances penetration: +10% blight Changes damage: +16% lightning / +3% acid A pointy cloth hat, very wizardly... |
Hornet Stingers (20/20, 117% power, 10 apr) Hornet Stingers (20/20, 117% power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Power: 117% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +45 crippling poison A vile poison drips from the tips of these arrows. |
Vileusher (17/17, 121% power, 7 apr) Vileusher (17/17, 121% power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Power: 122% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 17 On weapon hit: * 20% chance to disease * 20% chance to cause random gloom * 25% chance for lightning to arc to a second target Damage (Ranged): +7 lightning / +5 cold Burst (radius 1) on hit: +8 nature / +10 fire Arrows are used with bows to pierce your foes to death. |
3 agate 3 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. |
401 alchemist agate 401 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. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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 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. |
4 opal 4 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. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Emymira (dig speed 31 turns) Emymira (dig speed 31 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +3% mind / +2% physical Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 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. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet 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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Armonarigen [power 67] (28 cooldown) Armonarigen [power 67] (28 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +3% light Spell save: +6 (+2 eff.) Confusion immunity: +5% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 67 for 7 turns, putting all charms on cooldown for 28 turns. Torques are made by powerful psionics to store psionic powers. |
Scaldwrither [power 69] (27 cooldown) Scaldwrither [power 69] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 8 fire Changes damage: +6% nature / +3% fire It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 69 for 7 turns, putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Gudana [power 145] (6 cooldown) Gudana [power 145] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +3 Cun Grants telepathy: Demon/Minor Demon/Major It can be used to creates a wall of flames lasting for 4 turns (dam 145 overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ragisathad the dragonbone wand of firewall [power 293] (6 cooldown) Ragisathad the dragonbone wand of firewall [power 293] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes resistances penetration: +20% arcane Changes damage: +6% arcane It can be used to creates a wall of flames lasting for 4 turns (dam 293 overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 13 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
shadowy yew wand of conjuration [power 253] (10 cooldown) shadowy yew wand of conjuration [power 253] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element (dam 126-253), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 5 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged yew wand of conjuration [power 355] (13 cooldown) supercharged yew wand of conjuration [power 355] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element (dam 178-355), putting all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 quartz 4 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. |
8 ametrine 8 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. |
2 zircon 2 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Hat the Shalore Temporal Warden level 17
36th Haze 122nd year of Ascendancy at 01:12 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Hat the Shalore Temporal Warden level 20
1st Wintertide 123rd year of Ascendancy at 17:22 see stats
Fast Curse Dispel (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Hat the Shalore Temporal Warden level 17
36th Haze 122nd year of Ascendancy at 01:12 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Hat the Shalore Temporal Warden level 25
78th Regrowth 123rd year of Ascendancy at 18:15 see stats
Impossible Death (Insane (Roguelike) difficulty)
Got killed by your future self.By Hat the Shalore Temporal Warden level 22
41st Regrowth 123rd year of Ascendancy at 06:40 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Hat the Shalore Temporal Warden level 10
10th Dusk 122nd year of Ascendancy at 16:34 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Hat the Shalore Temporal Warden level 20
10th Decay 122nd year of Ascendancy at 10:38 see stats
Paradoxology (Insane (Roguelike) difficulty)
Both killed your future self and got killed by your future self.By Hat the Shalore Temporal Warden level 22
41st Regrowth 123rd year of Ascendancy at 06:40 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Hat the Shalore Temporal Warden level 21
21st Regrowth 123rd year of Ascendancy at 00:29 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Hat the Shalore Temporal Warden level 10
15th Dusk 122nd year of Ascendancy at 10:17 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Hat the Shalore Temporal Warden level 7
2nd Dusk 122nd year of Ascendancy at 06:17 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Hat the Shalore Temporal Warden level 25
79th Regrowth 123rd year of Ascendancy at 12:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Hat the Shalore Temporal Warden level 16
11st Haze 122nd year of Ascendancy at 18:03 see stats
Log
The fabric of time around Hat stabilizes to normal.
The powerful time-altering energies generate a restoration field on Hat.
Hat is recovering from the damage!
Your Contingency triggered Time Shield!
Hat hits Belarinor the shadowblade for 7 light, 10 fire, 2 light, 3 fire (22 total damage).
Belarinor the shadowblade hits Hat for (172 to time), 0 physical, (11 to time), 0 acid, (37 to time), 0 darkness, (86 to time), 268 physical, 6 nature, 7 temporal (281 total damage).
Hat casts Time Shield.
The very fabric of time alters around Hat.
Hat receives 21 healing.
Hat receives 35 healing from Temporal Restoration Field.
Belarinor the shadowblade uses Infusion: Sun.
Hat shrugs off the effect 'Blinded'!
Hat has been illuminated.
Hat receives 21 healing.
Hat receives 35 healing from Temporal Restoration Field.
Belarinor the shadowblade rushes out!
Belarinor the shadowblade performs a melee critical strike against Hat!
Hat is covered in acid!
Hat hits Belarinor the shadowblade for 2 light, 3 fire, 2 light, 3 fire (11 total damage).
Belarinor the shadowblade hits Hat for (85 to time), 0 physical, (6 to time), 0 nature, (7 to time), 0 temporal, (37 to time), 0 darkness, (187 to time), 0 physical, (11 to time), 0 acid, (37 to time), 0 darkness (0 total damage).
Your time shield crumbles under the damage!
The fabric of time around Hat stabilizes to normal.
Hat receives 44 healing from Temporal Restoration Field.
Hat receives 21 healing.
Acid Splash from Belarinor the shadowblade hits Hat for (9 to time), 0 acid (0 total damage).
Belarinor the shadowblade rushes out!
Belarinor the shadowblade performs a melee critical strike against Hat!
Saving game...
