Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.2.0Donators/Buyers bonus! Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 27 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by Sandro at level 24 on the 56th Pyre 123rd year of Ascendancy at 06:38 / 2Killed by fire wyrm at level 27 on the 64th Pyre 123rd year of Ascendancy at 08:41 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 40 (base 38) |
| Magic | 90 (base 58) |
| Willpower | 51 (base 26) |
| Cunning | 23 (base 11) |
Resources
| Mana | 510/510 |
| Negative | 128/128 |
| Life | -25/592 |
| Positive | 0/128 |
| Souls | 13/13 |
| Healing Factor | 1.35 |
| Regeneration | 6.8175 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 11 |
| Crit Chance | 5% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34.95 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 20.525 |
| Ranged Defense | 22.525 |
| Fatigue | 4 |
| Physical Save | 21.425 |
| Spell Save | 49.116666666667 |
| Mental Save | 50.633333333333 |
Defense: Resistances
| All | + 7%( 85%) |
Defense: Immunities
| Stun Resistance | 55% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
| Silence Resistance | 21% |
| Bleed Resistance | 100% |
| Disarm Resistance | 5% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 161.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Animus | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.70 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Celestial / Star fury | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Shades | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Necrotic minions | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 0.80 |
| 4/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Effects
| talent | Frostdusk |
| detrimental effect | The target is on fire, taking 40.87 fire damage per turn. Burning |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Constitution by +1. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Piercing Sight (+1 level(s)). | 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 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 fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * 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: 84. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed snow giant kidney. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' 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 warg claw. * You've found the needed skeleton mage skull. * You've found the needed pouch of faeros ash. 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 chunk of ghoul flesh. * You've found the needed vampire lord fang. * You've found the needed xorn fragment. | 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 | pair of hardened leather boots 'Dazzlewill' (0 def, 3 armour) pair of hardened leather boots 'Dazzlewill' (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 light Changes stats: +3 Wil / +8 Mag Changes resistances: +3% light Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | stabilizing linen wizard hat of frost (+15%) (1 def, 0 armour) stabilizing linen wizard hat of frost (+15%) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Wil Changes resistances: +15% cold Changes damage: +10% cold Physical save: +5 A pointy cloth hat, very wizardly... |
| 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 Sleep immunity: +100% Mindpower: +5 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 9 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 | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex / +4 Mag / +5 Wil Changes resistances: +9% acid Changes damage: +6% acid Silence immunity: +21% Mana each turn: +0.16 Spellpower: +6 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Ring of the Archlich Ring of the ArchlichRequires: - Level 25 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. The set is complete. When wielded/worn: Changes resistances: +15% darkness / +10% cold Changes damage: +24% darkness / +10% cold Spell save: +8 Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +18 It can be used to activate talent Impending Doom (costing 40 power out of 40/40) : Effective talent level: 2.6 Power cost: 40 out of 40/40. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your target's doom draws near. Its healing factor is reduced by 100%, and will take 116% of its remaining life (or 817.87, whichever is lower) over 10 turns as arcane damage. The damage will increase with your Spellpower. This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. This item has been sent to the Item's Vault. |
| Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% 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 main hand | Sceptre of the Archlich (40-48 power, 12 apr, physical element) Sceptre of the Archlich (40-48 power, 12 apr, physical element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. The set is complete. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.10 Spell / Advanced necrotic minions +0.20 Celestial / Star fury +0.20 Spell / Nightfall Spell save: +10 Mental save: +10 Mana each turn: +0.50 Maximum mana: +50.00 Spellpower: +40 Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. This item has been sent to the Item's Vault. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | Voramira (9 def, 13 armour) Voramira (9 def, 13 armour)Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +13 Defense: +9 Ranged Defense: +4 Fatigue: +8% Changes stats: +6 Cun / +3 Wil Changes resistances: +7% acid / +11% cold / +9% fire Allows you to breathe in: water Mental save: +16 Blindness immunity: +10% Disarm immunity: +5% Stun/Freeze immunity: +5% Life regen: +3.30 Maximum life: +62.00 Healing mod.: +25% A suit of armour made of leather. |
| Cloak | Ethereal Embrace (10 def, 0 armour) Ethereal Embrace (10 def, 0 armour)Requires: - Level 25 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.2 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 128.32 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. This item has been sent to the Item's Vault. |
| Around neck | restful stralite amulet of manastreaming restful stralite amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +2 Mag Life regen: +1.50 Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +23.00 Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. heroism infusion (+5 for 9 turns, die at -190)heroism infusion (+5 for 9 turns, die at -190) 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: 28 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 9 turns. While Heroism is active, you will only die when reaching -190 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
Rune of the Rift (354.00 temporal damage, removed from time 4 turns) Rune of the Rift (354.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 382.32 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heat beam rune (105 fire damage)heat beam rune (105 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 105.00 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. |
This item will automatically be transmogrified when you leave the level. invisibility rune (power 7 for 6 turns)invisibility rune (power 7 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 7) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. lightning rune of the titan (209 lightning damage)lightning rune of the titan (209 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 69.67 to 209.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (938% regen over 10 turns; 47 instant mana) manasurge rune (938% regen over 10 turns; 47 instant mana)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: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 938% over 10 turns and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune of the titan (791% regen over 10 turns; 40 instant mana) manasurge rune of the titan (791% regen over 10 turns; 40 instant mana)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: 29 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 791% over 10 turns and instantly restoring 40 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune (radius 11; dur 18; see dragon)vision rune (radius 11; dur 18; see dragon) 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: 30 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 15) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any dragon around. 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. |
insulating copper amulet of mastery (0.12 Celestial / Light) insulating copper amulet of mastery (0.12 Celestial / Light)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% cold / +11% fire Talent mastery: +0.12 Celestial / Light Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. starlit gold amulet of dexterity (+5)starlit gold amulet of dexterity (+5) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Dex Changes resistances: +14% light / +14% darkness Blindness immunity: +32% Amulets can have magical properties. |
steel amulet of willpower (+3) steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. stralite amulet of manastreamingstralite amulet of manastreaming Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +36.00 Amulets can have magical properties. |
Blazevile BlazevileInfused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 lightning / 4 temporal Changes stats: +5 Cun / +5 Wil Changes resistances: +7% blight / +6% temporal / +7% nature / +24% lightning Changes damage: +15% lightning Poison immunity: +11% Disease immunity: +10% Mindpower: +6 Rings can have magical properties. |
gladiator's gold ring of arcana(+0.10/turn) gladiator's gold ring of arcana(+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 Changes stats: +6 Str / +5 Con Silence immunity: +28% Mana each turn: +0.10 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. gold ring of miserygold ring of misery Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to cause random insanity Damage (Melee): 10 bleed Effects on ranged hit: * 13% chance to cause random insanity Damage (Ranged): 13 bleed Changes stats: +3 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
marksman's steel ring of light (+22%) marksman's steel ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
pixie's gold ring of tenacity pixie's gold ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Disarm immunity: +20% Pinning immunity: +26% Knockback immunity: +29% Maximum life: +25.00 Spellpower: +7 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. savage's gold ring of lifesavage's gold ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +12 Life regen: +0.80 Maximum life: +55.00 Maximum stamina: +16.00 Healing mod.: +15% Rings can have magical properties. |
steel ring of perseverance steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +26% Life regen: +1.30 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: +20% Infravision radius: +3 See stealth: +8 See invisible: +11 Rings can have magical properties. |
warrior's copper ring of corrosion (+20%) warrior's copper ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
warrior's steel ring of fire (+20%) warrior's steel ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel battleaxe (30.5-45.75 power, 2 apr)balanced dwarven-steel battleaxe (30.5-45.75 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +12 Defense: +10 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe of massacre (43-64.5 power, 2 apr)dwarven-steel battleaxe of massacre (43-64.5 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Massive two-handed battleaxes. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery 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: 3.4 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 311.15 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. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
thunderous steel dagger of purging (13.5-17.55 power, 6 apr) thunderous steel dagger of purging (13.5-17.55 power, 6 apr)Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 8% chance to daze * 25% chance to remove a magical effect Damage (Melee): +4 nature When wielded/worn: Changes stats: +2 Str / +2 Dex / +1 Mag / +2 Wil / +2 Cun / +1 Con Changes resistances penetration: +5% lightning Sharp, short and deadly. |
thunderous steel dagger of the leech (11-14.3 power, 6 apr) thunderous steel dagger of the leech (11-14.3 power, 6 apr)Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 4% chance to daze * Slows global speed by 5% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 5 nature slow Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +2 Cun / +1 Con Changes resistances penetration: +5% lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel greatmaul of paradox (39.5-59.25 power, 2 apr)acidic dwarven-steel greatmaul of paradox (39.5-59.25 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 39.5 - 59.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +13 acid / +10 temporal When wielded/worn: Damage when hit (Melee): 12 temporal Changes resistances: +10% temporal Massive two-handed mauls. |
Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
This item will automatically be transmogrified when you leave the level. glacial dwarven-steel greatsword (38-60.8 power, 2 apr)glacial dwarven-steel greatsword (38-60.8 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +19 ice When wielded/worn: Armour: +10 Changes resistances penetration: +13% cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. stralite greatsword (46.5-74.4 power, 3 apr)stralite greatsword (46.5-74.4 power, 3 apr) Requires: - Strength 35 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.5 - 74.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. elven-wood longbowelven-wood longbow Requires: - Dexterity 35 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel longsword (22.5-31.5 power, 4 apr)dwarven-steel longsword (22.5-31.5 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. inquisitor's dwarven-steel longsword (23-32.2 power, 4 apr)inquisitor's dwarven-steel longsword (23-32.2 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 12 arcane resource burn On weapon crit: * burns latent spell energy Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. thought-forged dwarven-steel mace of nature (25.5-35.7 power, 4 apr)thought-forged dwarven-steel mace of nature (25.5-35.7 power, 4 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 15% chance to cause random insanity Damage (Melee): +11 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +4% all Changes resistances penetration: +5% nature Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. gifted thorny mindstar (8.5-9.35 power, 24 apr, nature damage)gifted thorny mindstar (8.5-9.35 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +6 Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
dragonbone magestaff 'Zubuda' (38-45.6 power, 6 apr, darkness element) dragonbone magestaff 'Zubuda' (38-45.6 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 38.0 - 45.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +2% physical Changes damage: +38% darkness Talent granted: +1 Command Staff Physical save: +18 Spell save: +22 Mental save: +11 Only die when reaching: -40.00 life Spellpower: +18 Spell crit. chance: +14% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew magestaff of protection (20-24 power, 4 apr, fire element) magewarrior's short yew magestaff of protection (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +5 Physical crit. chance: +6.0% Physical power: +7 Changes resistances: +10% fire Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +9.00% Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew starstaff of channeling (20-24 power, 4 apr, physical element) magewarrior's short yew starstaff of channeling (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +9 Physical crit. chance: +6.0% Physical power: +8 Changes damage: +20% physical Talent granted: +1 Command Staff Critical mult.: +9.00% Mana each turn: +0.16 Spellpower: +25 Spell crit. chance: +6% It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew starstaff of fate (20-24 power, 4 apr, light element)yew starstaff of fate (20-24 power, 4 apr, light element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% light Talent granted: +1 Command Staff Physical save: +7 Spell save: +6 Mental save: +7 Spellpower: +9 Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Geturin the cashmere cloak (2 def, 7 armour)Geturin the cashmere cloak (2 def, 7 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 Changes stats: +1 Cun / +2 Dex Changes resistances: +15% cold Changes damage: +3% arcane Spell save: +6 Mental save: +12 Spellpower: +4 Mindpower: +6 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 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 Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +0 Cun / +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
focusing cashmere robe (2 def, 0 armour) focusing cashmere robe (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +5 Wil / +5 Mag Mana each turn: +0.15 Psi each turn: +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stargazer's cashmere robe of alchemy (2 def, 0 armour)stargazer's cashmere robe of alchemy (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Cun Changes resistances: +13% acid / +10% physical / +13% cold / +13% fire Changes damage: +8% acid / +5% physical / +12% light / +8% cold / +8% darkness / +6% fire Talent cooldown: Refit Golem (-4 turns) Spellpower: +7 Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. scholar's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)scholar's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Stamina each turn: +0.60 Maximum stamina: +22.00 Spellpower: +4 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Belatta the Mucuswing (0 def, 1 armour) Belatta the Mucuswing (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +1 Changes stats: +3 Str Changes resistances: +9% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 These gloves are coated with a thick, green liquid. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Defense: +2 Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
cashmere wizard hat of arcana (2 def, 0 armour) cashmere wizard hat of arcana (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Wil / +4 Mag Spellpower: +4 A pointy cloth hat, very wizardly... |
eldritch linen wizard hat (1 def, 0 armour) eldritch linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Mana each turn: +1.10 Mana when hit: +0.90 Maximum mana: +41.00 Spellpower: +6 It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
insulating hardened leather cap of the depths (0 def, 3 armour) insulating hardened leather cap of the depths (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +8% cold / +7% fire Allows you to breathe in: water A cap made of leather. |
stabilizing rough leather cap of strength (+3) (0 def, 1 armour) stabilizing rough leather cap of strength (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Physical save: +12 A cap made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
This item will automatically be transmogrified when you leave the level. fortifying dwarven-steel mail armour of cold resistance (3 def, 8 armour)fortifying dwarven-steel mail armour of cold resistance (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Changes stats: +4 Str / +3 Con Changes resistances: +20% cold Maximum life: +38.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. nimble reinforced leather armour of the hero (10 def, 7 armour)nimble reinforced leather armour of the hero (10 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +10 Ranged Defense: +6 Fatigue: +8% Changes stats: +5 Str / +7 Dex / +5 Mag / +7 Wil / +6 Cun Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour of implacability (5 def, 17 armour)dwarven-steel plate armour of implacability (5 def, 17 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 Defense: +5 Fatigue: +17% Physical save: +5 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of fire resistance (+15%) (8 def, 2 armour, 80 block)dwarven-steel shield of fire resistance (+15%) (8 def, 2 armour, 80 block) Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes resistances: +15% fire Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of patience (8 def, 2 armour, 80 block)dwarven-steel shield of patience (8 def, 2 armour, 80 block) Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when hit (Melee): 13 temporal Changes resistances: +12% temporal Talent granted: +3 Block It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (407) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. stralite shield (10 def, 2 armour, 140.5 block)stralite shield (10 def, 2 armour, 140.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Talent granted: +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Quiver of the Sun (25/25, 34-47.6 power, 15 apr)Quiver of the Sun (25/25, 34-47.6 power, 15 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 70% Dex, 50% Str Damage type: Bright light Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows (22/22, 31-43.4 power, 10 apr)quiver of yew arrows (22/22, 31-43.4 power, 10 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 31.0 - 43.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 22 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows (20/20, 33-46.2 power, 10 apr)quiver of yew arrows (20/20, 33-46.2 power, 10 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.0 - 46.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 20 Arrows are used with bows to pierce your foes to death. |
5 onyx 5 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 Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 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 Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
15 opal 15 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 Gems can be sold for money or used in arcane rituals. |
15 topaz 15 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating Heart 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, costing 75 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. 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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 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% Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, 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. |
This item will automatically be transmogrified when you leave the level. inquisitor's pouch of dwarven-steel shots (18/18, 31.5-37.8 power, 3 apr)inquisitor's pouch of dwarven-steel shots (18/18, 31.5-37.8 power, 3 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.5 - 37.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 18 On weapon crit: * burns latent spell energy Damage (Ranged): +16 manaburn arcane Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots of accuracy (19/19, 35-42 power, 3 apr)pouch of dwarven-steel shots of accuracy (19/19, 35-42 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 35.0 - 42.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 19 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. dwarven-steel torque of clear mind [power 2] (10 cooldown)dwarven-steel torque of clear mind [power 2] (10 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, placing all other charms into a 10 cooldown. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. webbed yew totem of cure ailments [power 2] (10 cooldown)webbed yew totem of cure ailments [power 2] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Talent granted: +2 Lay Web It can be used to remove up to 2 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. |
amethyst 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% Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. bright yew wand of trap destruction [power 57] (15 cooldown)bright yew wand of trap destruction [power 57] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to try to disarm traps in a line (disarm power 57), placing all other charms into a 15 cooldown. 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. |
7 quartz 7 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% Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Sandro the Lich Necromancer level 25
57th Pyre 123rd year of Ascendancy at 16:18 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Sandro the Higher Necromancer level 7
9th Mirth 122nd year of Ascendancy at 09:55 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Sandro the Higher Necromancer level 20
4th Allure 123rd year of Ascendancy at 02:50 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Sandro the Higher Necromancer level 18
37th Haze 122nd year of Ascendancy at 22:15 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sandro the Higher Necromancer level 18
8th Haze 122nd year of Ascendancy at 01:48 see stats
Level 10 (Roguelike)
Got a character to level 10.By Sandro the Higher Necromancer level 10
1st Dusk 122nd year of Ascendancy at 06:56 see stats
Level 20 (Roguelike)
Got a character to level 20.By Sandro the Higher Necromancer level 20
3rd Allure 123rd year of Ascendancy at 01:24 see stats
Lichform (Roguelike)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Sandro the Higher Necromancer level 24
56th Pyre 123rd year of Ascendancy at 06:38 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Sandro the Higher Necromancer level 12
27th Dusk 122nd year of Ascendancy at 17:39 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Sandro the Higher Necromancer level 23
44th Regrowth 123rd year of Ascendancy at 14:13 see stats
Tales of the Spellblaze (Roguelike)
Learned the eight chapters of the Spellblaze Chronicles.By Sandro the Lich Necromancer level 25
57th Pyre 123rd year of Ascendancy at 16:18 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Sandro the Higher Necromancer level 6
79th Pyre 122nd year of Ascendancy at 05:58 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Sandro the Lich Necromancer level 25
57th Pyre 123rd year of Ascendancy at 16:18 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Sandro the Higher Necromancer level 18
39th Haze 122nd year of Ascendancy at 00:41 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Sandro the Higher Necromancer level 10
3rd Dusk 122nd year of Ascendancy at 17:37 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Sandro the Higher Necromancer level 18
39th Haze 122nd year of Ascendancy at 03:34 see stats
Log
Lava floor hits Sandro for 20 fire damage.
Saving done.
Ran for 2 turns (stop reason: taken damage).
Lava floor burns Sandro!
Lava floor hits Sandro for 23 fire damage.
Ran for 2 turns (stop reason: taken damage).
Lava floor burns Sandro!
Lava floor hits Sandro for 24 fire damage.
You pickup 0.85 gold pieces.
You pickup 0.80 gold pieces.
Lava floor burns Sandro!
Lava floor hits Sandro for 14 fire damage.
You pickup 1.65 gold pieces.
Lava floor burns Sandro!
Lava floor hits Sandro for 24 fire damage.
You pickup 2.20 gold pieces.
Lava floor burns Sandro!
Lava floor hits Sandro for 19 fire damage.
You pickup 2.55 gold pieces.
Lava floor hits Fire wyrm for 0 fire damage.
Fire wyrm breathes fire!
Sandro is on fire!
Fire wyrm breathes fire!
Saving game...
