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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | SkooBot 1.5.10Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 24 / 8% |
| Size | big |
| Lifes / Deaths | Killed by skeleton archer at level 6 on the 79th Pyre 122nd year of Ascendancy at 20:49 / 58Killed by elven cultist at level 6 on the 1st Mirth 122nd year of Ascendancy at 09:58 Killed by Bill the Stone Troll at level 12 on the 6th Dusk 122nd year of Ascendancy at 12:17 Killed by gwelgoroth at level 15 on the 48th Dusk 122nd year of Ascendancy at 17:42 Killed by worm that walks at level 15 on the 48th Dusk 122nd year of Ascendancy at 17:47 Killed by worm that walks at level 15 on the 48th Dusk 122nd year of Ascendancy at 18:35 Killed by Guriavea the thief at level 15 on the 68th Dusk 122nd year of Ascendancy at 15:23 Killed by Assassin Lord at level 16 on the 68th Dusk 122nd year of Ascendancy at 16:38 Killed by Adonor the golem at level 16 on the 74th Dusk 122nd year of Ascendancy at 23:14 Killed by multi-hued drake hatchling at level 16 on the 75th Dusk 122nd year of Ascendancy at 00:50 Killed by multi-hued drake hatchling at level 16 on the 75th Dusk 122nd year of Ascendancy at 09:02 Killed by Yvuyann the multi-hued drake at level 16 on the 75th Dusk 122nd year of Ascendancy at 13:33 Killed by greater multi-hued wyrm at level 17 on the 76th Dusk 122nd year of Ascendancy at 09:10 Killed by multi-hued drake at level 17 on the 76th Dusk 122nd year of Ascendancy at 09:18 Killed by Izan the Guardian at level 19 on the 33rd Haze 122nd year of Ascendancy at 22:35 Killed by Ivema the Guardian at level 19 on the 34th Haze 122nd year of Ascendancy at 01:24 Killed by Ivema the Guardian at level 19 on the 34th Haze 122nd year of Ascendancy at 01:36 Killed by Xanonne the Guardian at level 19 on the 35th Haze 122nd year of Ascendancy at 01:18 Killed by Xanonne the Guardian at level 19 on the 35th Haze 122nd year of Ascendancy at 01:36 Killed by Bethutta the ghoul at level 20 on the 40th Haze 122nd year of Ascendancy at 08:14 Killed by Bethutta the ghoul at level 20 on the 40th Haze 122nd year of Ascendancy at 09:42 Killed by Bethegalrata the elder vampire at level 20 on the 40th Haze 122nd year of Ascendancy at 13:40 Killed by Bethegalrata the elder vampire at level 20 on the 40th Haze 122nd year of Ascendancy at 13:58 Killed by Xereldatha the master vampire at level 20 on the 40th Haze 122nd year of Ascendancy at 17:45 Killed by Xereldatha the master vampire at level 20 on the 40th Haze 122nd year of Ascendancy at 17:56 Killed by Nerurenor the eternal bone giant at level 20 on the 41st Haze 122nd year of Ascendancy at 02:41 Killed by Nerurenor the eternal bone giant at level 20 on the 41st Haze 122nd year of Ascendancy at 03:00 Killed by Nerurenor the eternal bone giant at level 20 on the 41st Haze 122nd year of Ascendancy at 04:28 Killed by Nerurenor the eternal bone giant at level 20 on the 41st Haze 122nd year of Ascendancy at 04:42 Killed by Salyrina the ghoul at level 20 on the 41st Haze 122nd year of Ascendancy at 07:12 Killed by degenerated skeleton warrior at level 20 on the 41st Haze 122nd year of Ascendancy at 11:41 Killed by degenerated skeleton warrior at level 20 on the 41st Haze 122nd year of Ascendancy at 11:49 Killed by Celia at level 20 on the 41st Haze 122nd year of Ascendancy at 12:42 Killed by skeleton warrior at level 20 on the 41st Haze 122nd year of Ascendancy at 12:51 Killed by will o' the wisp at level 20 on the 41st Haze 122nd year of Ascendancy at 12:58 Killed by Celia at level 20 on the 41st Haze 122nd year of Ascendancy at 13:13 Killed by will o' the wisp at level 20 on the 41st Haze 122nd year of Ascendancy at 13:21 Killed by skeleton mage at level 20 on the 41st Haze 122nd year of Ascendancy at 13:33 Killed by Weirdling Beast at level 20 on the 51st Haze 122nd year of Ascendancy at 05:27 Killed by ultimate gwelgoroth at level 20 on the 63rd Haze 122nd year of Ascendancy at 12:06 Killed by Poltergeist Kinetic Focus at level 21 on the 9th Allure 123rd year of Ascendancy at 11:12 Killed by Poltergeist Kinetic Focus at level 21 on the 9th Allure 123rd year of Ascendancy at 12:29 Killed by Poltergeist Tirakai's Maul at level 21 on the 9th Allure 123rd year of Ascendancy at 20:02 Killed by Cyrimira the skeleton master archer at level 21 on the 10th Allure 123rd year of Ascendancy at 06:31 Killed by Cyrimira the skeleton master archer at level 21 on the 10th Allure 123rd year of Ascendancy at 06:43 Killed by Gloriwe the bone giant at level 21 on the 10th Allure 123rd year of Ascendancy at 08:34 Killed by Gloriwe the bone giant at level 21 on the 10th Allure 123rd year of Ascendancy at 08:45 Killed by Gloriwe the bone giant at level 21 on the 10th Allure 123rd year of Ascendancy at 09:02 Killed by Gloriwe the bone giant at level 21 on the 10th Allure 123rd year of Ascendancy at 09:54 Killed by Moving slime-covered dwarven-steel greatmaul of massacre at level 22 on the 1st Regrowth 123rd year of Ascendancy at 20:16 Killed by Animated chilling dwarven-steel longsword of corruption at level 22 on the 1st Regrowth 123rd year of Ascendancy at 20:39 Killed by Poltergeist Umbral Razor at level 22 on the 1st Regrowth 123rd year of Ascendancy at 22:40 Killed by umbral horror at level 22 on the 2nd Regrowth 123rd year of Ascendancy at 13:48 Killed by emperor wight at level 22 on the 2nd Regrowth 123rd year of Ascendancy at 17:24 Killed by Poltergeist Tirakai's Maul at level 22 on the 2nd Regrowth 123rd year of Ascendancy at 21:28 Killed by Poltergeist Stormfront at level 22 on the 3rd Regrowth 123rd year of Ascendancy at 02:29 Killed by ritch flamespitter at level 23 on the 6th Regrowth 123rd year of Ascendancy at 21:47 Killed by Eilinobeth the cutpurse at level 24 on the 16th Regrowth 123rd year of Ascendancy at 08:55 |
Primary Stats
| Strength | 21 (base 10) |
| Dexterity | 9 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 83 (base 54) |
| Willpower | 68 (base 47) |
| Cunning | 22 (base 11) |
Resources
| Life | 563/563 |
| Mana | 517/517 |
| Soul | 10/10 |
| Healing Factor | 1.063829787234 |
| Regeneration | 3.4574468085107 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
| See Stealth | 11.395687584092 |
| See Invisible | 28.485632776719 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 2 |
| Crit Chance | 5% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 40 |
| Crit Chance | 9% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 19% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +25% |
| Blight | +10% |
| Arcane | +5% |
| Cold | +78% |
| All | 0% |
| Darkness | +10% |
| Light | +13% |
| Mind | +21% |
| Fire | +10% |
| Nature | +15% |
Offense: Damage Penetration
| Cold | +15% |
Defense: Base
| Armour (hardiness) | 35 (60%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 56 |
| Mental Save | 38 |
Defense: Resistances
| Darkness | + 29%( 80%) |
| Nature | + 47%( 80%) |
| Fire | + 7%( 80%) |
| Mind | + 20%( 80%) |
| Arcane | + 18%( 80%) |
| Cold | + 80%( 80%) |
| All | + 11%( 80%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 0% |
| Bleed Resistance | 100% |
| Confusion Resistance | 36% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 640 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Animus | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Celestial / Star fury | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Ice | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Blurred Mortality |
| talent | Keen Senses |
| talent | Necrotic Aura |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade 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 injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by multi-hued crystal. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
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 upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 66. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 warg claw. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed multi-hued wyrm scale. 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 skeleton mage skull. * You've found the needed xorn fragment. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed electric eel tail. * You've found the needed sandworm tooth. | 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 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 within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +3 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 | insulating linen wizard hat of frost (+22%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% fire / +22% cold Changes damage: +11% cold A pointy cloth hat, very wizardly... |
| On hands | hardened leather gloves of spellstriking (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 6 arcane Changes stats: +5 Mag / +6 Wil Changes resistances: +3% arcane Changes damage: +5% arcane Spellpower: +4 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel pickaxe 'Frozenshear' (dig speed 17 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +4 Str Changes resistances: +5% arcane Changes resistances penetration: +5% cold Changes damage: +12% cold Lowers spell cool-downs by: 10% Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | wizard's steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 15 light Damage (Ranged): 10 light Changes stats: +5 Mag Changes damage: +13% light Spell save: +6 (+2 eff.) Rings can have magical properties. |
| On fingers | steel ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
| Around neck | Anevor the steel amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con / +2 Wil Changes resistances: +10% mind Changes damage: +6% mind Physical save: +7 (+3 eff.) Mental save: +10 (+4 eff.) Confusion immunity: +36% Life regen: +3.00 Maximum life: +30.00 Maximum hate: +4.00 Mindpower: +20 (+5 eff.) Amulets can have magical properties. |
| In main hand | Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+1 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.3 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 135.98 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (272). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Eye of Winter (8-8.8 power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
| Cloak | spellcowled linen cloak of protection (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +2 Wil Spell save: +12 (+4 eff.) Mental save: +6 (+3 eff.) Maximum mana: +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+9 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion of the titan (heal 120; cd 14) Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 instantly heal yourself for 120 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
This item will automatically be transmogrified when you leave the level.regeneration infusion of the warrior (heal 329; 14 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 329 life over 5 turns. 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 nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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 (+1 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... |
insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% fire / +12% cold Amulets can have magical properties. |
copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +22.00 Rings can have magical properties. |
savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Rings can have magical properties. |
warrior's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+5 eff.) Armour: +6 Changes stats: +3 Str Spellpower: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Umbral Razor (25-32.5 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. 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 20 power out of 20/20) : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a bolt of darkness, doing 153.31 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. |
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+5 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+3 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 2.0 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
This item will automatically be transmogrified when you leave the level.Relgyroddasta the Sepsisstake (10-12 power, 2 apr, light element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +7 (+7 eff.) Changes stats: +1 Con Changes resistances: +9% mind / +1% physical Changes resistances penetration: +5% physical Changes damage: +10% light / +3% nature Talent granted: +1 Command Staff Physical save: +12 (+6 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 68.29 light damage. Staves designed for wielders of magic, by the greats of the art. |
Staff of Destruction (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Lightning Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
elm starstaff (10-12 power, 2 apr, darkness element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short elm magestaff of wizardry (10-12 power, 2 apr, arcane element)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+4 eff.) Physical crit. chance: +5.0% Physical power: +6 (+4 eff.) Changes stats: +2 Mag / +2 Wil Changes damage: +10% arcane Talent granted: +1 Command Staff Maximum mana: +23.00 Spellpower: +13 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
surging elm starstaff (10-12 power, 2 apr, darkness element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Fogguile the steel waraxe (21.5-30.1 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +12 darkness Damage (radius 2) on crit: +12 cold When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +5% arcane / +12% fire Spell save: +6 (+2 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level.steel waraxe 'Yarivon' (13-18.2 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 9% chance to slow global speed by 55% Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +8 mind When wielded/worn: Changes stats: +4 Mag / +3 Con Changes resistances: +12% mind Reduces incoming crit damage: 10.00% One-handed war axes. |
grounding rough leather belt of transcendenceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +5% temporal Physical save: +5 (+2 eff.) Mindpower: +2 (+0 eff.) A belt that goes around your waist. |
regal linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Wil / +1 Con Mental save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Urudomayon the Dayhunter (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +21% fire / +9% all Changes resistances penetration: +10% light Changes damage: +18% arcane / +20% fire Spell save: +17 (+5 eff.) Maximum mana: +14.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +3% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering linen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Changes damage: +11% arcane Maximum mana: +14.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of frost (+15%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all / +15% cold Changes damage: +10% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elymina the Toxinwire (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Effects on melee hit: * 20% chance to slow global speed by 55% Damage when hit (Melee): 2 nature Changes resistances: +6% acid / +3% fire Maximum encumbrance: +20 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
rough leather gloves of strength (+3) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+4 eff.) Armour: +1 Changes stats: +3 Str Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
clarifying linen wizard hat of nature (+15%) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Cun Changes resistances: +15% nature Changes damage: +10% nature Mental save: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
shielding linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Mag Spell save: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
10 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. |
131 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. |
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. |
19 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 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 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. |
15 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 75 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 Activation costs 202 power out of 371/400. 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 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) Activation costs 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. |
7 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. |
This item will automatically be transmogrified when you leave the level.ash wand of lightning storm 'Emelilramira' [power 200] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 10 acid Changes stats: +3 Mag Changes resistances: +6% acid Changes resistances penetration: +25% blight Changes damage: +6% acid Infravision radius: +2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (200 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 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
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By shitty the Ogre Necromancer level 20
51st Haze 122nd year of Ascendancy at 16:22 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By shitty the Ogre Necromancer level 14
30th Dusk 122nd year of Ascendancy at 08:01 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By shitty the Ogre Necromancer level 17
10th Haze 122nd year of Ascendancy at 04:05 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By shitty the Ogre Necromancer level 20
51st Haze 122nd year of Ascendancy at 15:48 see stats
Level 10 (Exploration mode)
Got a character to level 10.By shitty the Ogre Necromancer level 10
4th Flare 122nd year of Ascendancy at 14:16 see stats
Level 20 (Exploration mode)
Got a character to level 20.By shitty the Ogre Necromancer level 20
35th Haze 122nd year of Ascendancy at 04:39 see stats
Lichform (Exploration mode)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By shitty the Ogre Necromancer level 23
6th Regrowth 123rd year of Ascendancy at 21:47 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By shitty the Ogre Necromancer level 6
1st Mirth 122nd year of Ascendancy at 00:41 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By shitty the Ogre Necromancer level 13
7th Dusk 122nd year of Ascendancy at 22:22 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By shitty the Ogre Necromancer level 20
51st Haze 122nd year of Ascendancy at 16:22 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By shitty the Ogre Necromancer level 15
62nd Dusk 122nd year of Ascendancy at 06:14 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By shitty the Ogre Necromancer level 6
7th Mirth 122nd year of Ascendancy at 11:46 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By shitty the Ogre Necromancer level 18
12nd Haze 122nd year of Ascendancy at 01:17 see stats
Log
The shield around shitty crumbles.
Shitty casts Freeze.
shitty hits Rogue sapper for 412 cold damage.
shitty killed Rogue sapper!
Resting starts...
Talent Chill of the Tomb is ready to use.
Shitty is freed from a bear trap.
Shitty regains balance.
Talent Rune: Reflection Shield is ready to use.
Talent Frozen Ground is ready to use.
Talent Freeze is ready to use.
Rested for 18 turns (stop reason: all resources and life at maximum).
AI Turns Rested: 18
A poisonous vine strikes at Shitty!
Ran for 1 turns (stop reason: taken damage).
You pickup 0.65 gold pieces.
You pickup 0.70 gold pieces.
Poison vine hits shitty for 12 nature damage.
AI stopped: took damage while exploring!
Shitty picks up (G.): opal.
There is a ladder back to Daikara here (press '' or right click to use).
Ran for 6 turns (stop reason: at exit).
Shitty deactivates Necrotic Aura.
Shitty deactivates Keen Senses.
Shitty deactivates Blurred Mortality.

























































































