Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 34 / 0% |
| Size | big |
| Lifes / Deaths | Killed by Dorntinc the halfling at level 32 on the 41st Haze 123rd year of Ascendancy at 23:57 / 1 |
Primary Stats
| Strength | 63 (base 50) |
| Dexterity | 71 (base 60) |
| Constitution | 26 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 37 (base 31) |
Resources
| Life | 1010/1010 |
| Mana | 323/323 |
| Stamina | 162/162 |
| Positive | 0/129 |
| Healing Factor | 0.7 |
| Regeneration | 0.175 |
Speed
| Mental | -28.571428571429% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 8 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 143 |
| Accuracy | 83 |
| Crit Chance | 72% |
| APR | 95 |
| Speed | 1.12 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25.65 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| All | +2% |
Defense: Base
| Armour (hardiness) | 49.92 (91.030927835052%) |
| Defense | 36.175 |
| Ranged Defense | 36.175 |
| Fatigue | 16 |
| Physical Save | 59.331267087234 |
| Spell Save | 24.521900630851 |
| Mental Save | 41.066666666667 |
Defense: Resistances
| All | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 89% |
| Confusion Resistance | 31% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 24% |
| Silence Resistance | 24% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 150.55 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 391 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 113 with a minimum range of 15. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery excellence | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Technique / Field control | 1.00 |
| 2/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Chant of Fortitude |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by snow giant boulder thrower. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Channel Staff (+1 level(s)). | 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 Stone Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Azron. Escort: worried loremaster (level 2 of Heart of the Gloom) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
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: 153. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bear paw. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed electric eel tail. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed black mamba head. * You've found the needed ice wyrm tooth. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed storm wyrm claw. * You've found the needed ritch stinger. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | undeterred pair of rough leather boots (0 def, 1 armour) =23Stun 21Conf 24Sil= undeterred pair of rough leather boots (0 def, 1 armour) =23Stun 21Conf 24Sil=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Silence immunity: +24% Confusion immunity: +21% Stun/Freeze immunity: +23% A pair of boots made of leather. |
| Quiver | Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 70% Dex, 10% Mag, 50% Str Damage type: Temporal darkness Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +6.0% Capacity: 0 When this weapon hits: Quantum Spike (10% chance level 1). When this weapon hits: Temporal Clone (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
| Light source | bright alchemist's lamp of health =49Life 6LRad= bright alchemist's lamp of health =49Life 6LRad=Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +49.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | psion's cashmere wizard hat of the Brotherhood (2 def, 0 armour) =5ArcEye 2Con3Mag= psion's cashmere wizard hat of the Brotherhood (2 def, 0 armour) =5ArcEye 2Con3Mag=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Mag / +2 Con Changes resistances: +8% mind Changes damage: +14% arcane / +7% mind Physical save: +9 Mental save: +8 Maximum psi: +15.00 Mindpower: +6 Mental crit. chance: +2% It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 5.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| Tool | quick dwarven-steel torque of psychoportation [power 28] (17 cooldown) =***= quick dwarven-steel torque of psychoportation [power 28] (17 cooldown) =***=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 28), placing all other charms into a 17 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | sneakthief's stralite ring of pilfering =Disengage 6Cun4Dex 21Acc= sneakthief's stralite ring of pilfering =Disengage 6Cun4Dex 21Acc=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +21 Armour penetration: +11 Defense: +7 Changes stats: +6 Cun / +4 Dex Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | savior's gold ring of sensing =24Bli SeeSt8Invis13= savior's gold ring of sensing =24Bli SeeSt8Invis13=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +8 Spell save: +9 Mental save: +8 Blindness immunity: +24% Infravision radius: +4 See stealth: +8 See invisible: +13 Rings can have magical properties. |
| Around waist | monstrous hardened leather belt of resilience =44Life 4StrCon 9PhyP= monstrous hardened leather belt of resilience =44Life 4StrCon 9PhyP=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +9 Changes stats: +4 Str / +4 Con Physical save: +7 Maximum life: +44.00 Size category: +1 A belt that goes around your waist. |
| In main hand | steady elven-wood longbow of lightning steady elven-wood longbow of lightningRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 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 Damage (Ranged): +8 lightning When wielded/worn: Accuracy: +9 Changes damage: +9% lightning Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
| On hands | heroic hardened leather gloves of dispersion (0 def, 6 armour) =52Life DispMagic= heroic hardened leather gloves of dispersion (0 def, 6 armour) =52Life DispMagic=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Damage (Melee): 7 arcane Changes stats: +4 Mag / +5 Wil Changes resistances: +5% arcane Mental save: +6 Maximum life: +52.00 It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Cuirass of the Thronesmen (20 def, 32 armour) Cuirass of the Thronesmen (20 def, 32 armour)Requires: - Strength 44 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Armour Hardiness: +10% Defense: +20 Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
| Cloak | marshal's cashmere cloak of implacability (2 def, 0 armour) marshal's cashmere cloak of implacability (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Str / +4 Con Physical save: +14 Mental save: +8 Only die when reaching: -50.00 life Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding gold amulet =26Stun 15Elec= grounding gold amulet =26Stun 15Elec=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% lightning Stun/Freeze immunity: +26% Amulets can have magical properties. |
Inventory
biting gale rune of the wizard (51 cold damage; 30 apply power) biting gale rune of the wizard (51 cold damage; 30 apply power)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: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 51.41 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 30. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the titan (range 8) controlled phase door rune of the titan (range 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 8. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 327 for 5 turns) shielding rune of the warrior (absorb 327 for 5 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: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 327 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 75) teleportation rune of the sneak (range 75)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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 75 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 47) teleportation rune of the wizard (range 47)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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 47 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 64) teleportation rune of the wizard (range 64)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 64 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Earthen Beads =HealEscort 4Wil= Earthen Beads =HealEscort 4Wil=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 36 power out of 40/40) : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 175 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Mirror Shards =25Lit 1LRad 172Shield= Mirror Shards =25Lit 1LRad 172Shield=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate), costing 22 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
clarifying gold amulet of murder =26Conf 4Crit 12CritM 7Acc= clarifying gold amulet of murder =26Conf 4Crit 12CritM 7Acc=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +5 Physical crit. chance: +4.0% Changes resistances: +10% mind Critical mult.: +12.00% Confusion immunity: +26% Amulets can have magical properties. |
clarifying gold amulet of vision =26Conf 15Bli 2SightRad= clarifying gold amulet of vision =26Conf 15Bli 2SightRad=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% mind Blindness immunity: +15% Confusion immunity: +26% Infravision radius: +4 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
clarifying voratun amulet of willpower (+6) clarifying voratun amulet of willpower (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Wil Changes resistances: +11% mind Confusion immunity: +27% Amulets can have magical properties. |
enraging stralite amulet of murder =10cs 4Crit 13CritM +7Phys= enraging stralite amulet of murder =10cs 4Crit 13CritM +7Phys=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +5 Changes damage: +7% physical Critical mult.: +13.00% Combat speed: +10% Amulets can have magical properties. |
grounding steel amulet of cunning (+3) =22Stun 12Elec= grounding steel amulet of cunning (+3) =22Stun 12Elec=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +12% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
starlit gold amulet of cunning (+2) =31Blind 16LitDark 2Cun= starlit gold amulet of cunning (+2) =31Blind 16LitDark 2Cun=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +16% light / +15% darkness Blindness immunity: +31% Amulets can have magical properties. |
stralite amulet of teleportation =50IMMTele= stralite amulet of teleportation =50IMMTele=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Teleport immunity: +50% It can be used to teleports you randomly (rad 37), placing all other charms into a 14 cooldown. Amulets can have magical properties. |
vitalizing gold amulet =47Life 4Con= vitalizing gold amulet =47Life 4Con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +9 Life regen: +1.00 Maximum life: +47.00 Amulets can have magical properties. |
wanderer's stralite amulet wanderer's stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +6 Cun / +7 Con Life regen: +0.70 Stamina each turn: +0.80 Movement speed: +10% Amulets can have magical properties. |
Emybrelle =32Elec= Emybrelle =32Elec=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +32% lightning / +3% temporal / +6% mind / +5% arcane Changes damage: +16% lightning Spell save: +3 Rings can have magical properties. |
Vargh Redemption =6Con4Wil 25Cold10Nat= Vargh Redemption =6Con4Wil 25Cold10Nat=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 54 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring of light (+22%) =22Lit= copper ring of light (+22%) =22Lit=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
marksman's copper ring of the mountain (+10%) =3Dex 6Acc +10Phys 10Phys= marksman's copper ring of the mountain (+10%) =3Dex 6Acc +10Phys 10Phys=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Changes resistances: +10% physical Changes damage: +10% physical Rings can have magical properties. |
mule's steel ring of fire (+22%) =22Fire= mule's steel ring of fire (+22%) =22Fire=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +22% fire Changes damage: +11% fire Maximum encumbrance: +20 Rings can have magical properties. |
rogue's copper ring of lightning (+20%) =2Cun= rogue's copper ring of lightning (+20%) =2Cun=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 Changes stats: +2 Cun Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
rogue's gold ring of arcana(+0.15/turn) =25Sil 2Cun= rogue's gold ring of arcana(+0.15/turn) =25Sil 2Cun=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 Changes stats: +2 Cun Silence immunity: +25% Mana each turn: +0.15 Rings can have magical properties. |
savage's copper ring of arcana(+0.10/turn) =26Sil 2Con 11Stam= savage's copper ring of arcana(+0.10/turn) =26Sil 2Con 11Stam=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Spell save: +11 Silence immunity: +26% Mana each turn: +0.10 Maximum stamina: +11.00 Rings can have magical properties. |
savage's gold ring of blight (+12%) =12Blight= savage's gold ring of blight (+12%) =12Blight=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% blight Changes damage: +12% blight Spell save: +13 Maximum stamina: +22.00 Rings can have magical properties. |
solipsist's gold ring of speed =13mv 5Cun 4Wil= solipsist's gold ring of speed =13mv 5Cun 4Wil=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 Defense: +8 Changes stats: +5 Cun / +4 Wil Mindpower: +10 Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 2.7 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings can have magical properties. |
steel ring 'Eribar' =12Mind= steel ring 'Eribar' =12Mind=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% mind Changes damage: +12% mind Critical mult.: +10.00% Maximum psi: +30.00 Mental crit. chance: +2% Rings can have magical properties. |
steel ring 'Murkorder' =29Conf= steel ring 'Murkorder' =29Conf=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances penetration: +5% nature Mental save: +5 Confusion immunity: +29% Rings can have magical properties. |
steel ring of tenacity =20Dis 20Pin 22Knock 22Li= steel ring of tenacity =20Dis 20Pin 22Knock 22Li=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +20.00 Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring 'Arthidan' =20Nat +24%Nat= stralite ring 'Arthidan' =20Nat +24%Nat=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +3% temporal / +20% nature / +6% fire Changes damage: +24% nature Physical save: +7 Spell save: +10 Mental save: +9 Rings can have magical properties. |
stralite ring of speed =12mv 35Speed= stralite ring of speed =12mv 35Speed=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 Defense: +7 Movement speed: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 3.6 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings can have magical properties. |
treant's gold ring of tenacity =27Dis31Pin Life22 Blig7= treant's gold ring of tenacity =27Dis31Pin Life22 Blig7=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% nature / +7% blight Poison immunity: +14% Disease immunity: +15% Disarm immunity: +27% Pinning immunity: +31% Knockback immunity: +29% Maximum life: +22.00 Rings can have magical properties. |
warrior's gold ring of corrosion (+30%) =4Str= warrior's gold ring of corrosion (+30%) =4Str=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +30% acid Changes damage: +15% acid Rings can have magical properties. |
wizard's gold ring of tenacity =26Dis 30Pin 5Mag 30Life= wizard's gold ring of tenacity =26Dis 30Pin 5Mag 30Life=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag Spell save: +10 Disarm immunity: +26% Pinning immunity: +30% Knockback immunity: +23% Maximum life: +30.00 Rings can have magical properties. |
warbringer's voratun battleaxe of massacre (65-97.5 power, 4 apr) warbringer's voratun battleaxe of massacre (65-97.5 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 65.0 - 97.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Physical power: +13 Changes stats: +6 Con Changes resistances penetration: +13% physical Disarm immunity: +24% Massive two-handed battleaxes. |
Merkul's Second Eye Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
mighty dragonbone longbow of cold mighty dragonbone longbow of coldRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +7 cold When wielded/worn: Physical power: +9 Changes stats: +3 Str Changes damage: +12% cold Longbows are used to shoot arrows at your foes. |
ranger's elven-wood longbow of recursion ranger's elven-wood longbow of recursionRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 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: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes stats: +3 Dex Longbows are used to shoot arrows at your foes. |
Nithan's Force Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Pulverizing Auger (costing 23 power out of 25/25) : Effective talent level: 3.0 Power cost: 23 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone shaterring forces, digging out any walls in its path up to 3. The beam also affect any creatures in its path, dealing 105.43 physical damage to all. The damage will increase with your Spellpower. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall. It appears he may have had some magical assistance... |
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. |
noble's hardened leather belt of recklessness =4Crit 8CritM= noble's hardened leather belt of recklessness =4Crit 8CritM=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 Reduced damage from: +18% Summoned Critical mult.: +8.00% A belt that goes around your waist. |
Belaldavea the cashmere cloak (2 def, 8 armour) =21Cold= Belaldavea the cashmere cloak (2 def, 8 armour) =21Cold=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 Changes resistances: +5% arcane / +21% cold Changes damage: +6% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven into its very fabric. |
enveloping cashmere cloak of the hunter (9 def, 0 armour) =45Life 23Acc 22Stam= enveloping cashmere cloak of the hunter (9 def, 0 armour) =45Life 23Acc 22Stam=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +23 Defense: +9 Fatigue: -5% Physical save: +6 Maximum life: +45.00 Maximum stamina: +22.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative cashmere cloak of Iron Throne (2 def, 0 armour) =15Blig13Nat 12Heal 3Str= restorative cashmere cloak of Iron Throne (2 def, 0 armour) =15Blig13Nat 12Heal 3Str=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Str / +1 Con Changes resistances: +13% nature / +15% blight Life regen: +1.50 Healing mod.: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour) =25Nat= Evermoss Robe (12 def, 0 armour) =25Nat=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 Life regen: +0.20 Mindpower: +12 Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 Mental save: +15 Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
dreamer's cashmere robe of darkness (+10%) (2 def, 0 armour) =33Dark= dreamer's cashmere robe of darkness (+10%) (2 def, 0 armour) =33Dark=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +10% mind / +33% darkness Changes damage: +12% darkness Physical save: +12 Spell save: +10 Mental save: +22 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
heroic hardened leather gloves of dexterity (+4) (0 def, 6 armour) =57Life 4Dex= heroic hardened leather gloves of dexterity (+4) (0 def, 6 armour) =57Life 4Dex=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 Armour: +6 Changes stats: +4 Dex Mental save: +7 Maximum life: +57.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
psychic's voratun gauntlets of magic (+4) (0 def, 3 armour) psychic's voratun gauntlets of magic (+4) (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 6 mind Changes stats: +4 Mag Changes resistances: +7% mind Changes damage: +7% mind / +8% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
restful voratun gauntlets of the juggernaut (0 def, 3 armour) restful voratun gauntlets of the juggernaut (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +2 Con Physical save: +18 Spell save: +6 Mental save: +4 Life regen: +3.30 Stamina each turn: +1.20 Maximum stamina: +18.00 It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides 11% chances to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Eye of the Forest (8 def, 0 armour) =100Bli 15SeeInvSt 6Cun8Wi= Eye of the Forest (8 def, 0 armour) =100Bli 15SeeInvSt 6Cun8Wi=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 32 power out of 35/35) : Effective talent level: 2.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Helm of the Dwarven Emperors (0 def, 6 armour) =30Blind 30Conf 1LRad= Helm of the Dwarven Emperors (0 def, 6 armour) =30Blind 30Conf 1LRad=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 27 power out of 30/30) : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 14.55 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
cashmere wizard hat of earthrunes (2 def, 3 armour) =STONEWALL 1Con= cashmere wizard hat of earthrunes (2 def, 3 armour) =STONEWALL 1Con=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +2 Changes stats: +1 Con It can be used to activate talent Stone Wall, placing all other charms into a 72 cooldown : Effective talent level: 1.0 Power cost: 72 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 45.76 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Xydawe' (0 def, 4 armour) =6Wil 10Blig= dwarven-steel helm 'Xydawe' (0 def, 4 armour) =6Wil 10Blig=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +6 Wil Changes resistances: +10% blight Mental save: +18 Maximum hate: +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding cashmere wizard hat of lightning (+26%) (2 def, 0 armour) =26Elec= grounding cashmere wizard hat of lightning (+26%) (2 def, 0 armour) =26Elec=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +26% lightning / +6% temporal Changes damage: +12% lightning A pointy cloth hat, very wizardly... |
stabilizing cashmere wizard hat of nature (+21%) (2 def, 0 armour) =21Nature 5Wil= stabilizing cashmere wizard hat of nature (+21%) (2 def, 0 armour) =21Nature 5Wil=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +5 Wil Changes resistances: +21% nature Changes damage: +14% nature Physical save: +6 A pointy cloth hat, very wizardly... |
Quiver of Domination (20/20, 24-33.6 power, 8 apr) Quiver of Domination (20/20, 24-33.6 power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 20% Wil, 60% Dex, 50% Str Damage type: Mind Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
deadly quiver of elven-wood arrows of amnesia (24/24, 50.5-70.7 power, 14 apr) deadly quiver of elven-wood arrows of amnesia (24/24, 50.5-70.7 power, 14 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 50.5 - 70.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 24 On weapon hit: * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
hateful quiver of elven-wood arrows of gravity (17/17, 45-63 power, 14 apr) hateful quiver of elven-wood arrows of gravity (17/17, 45-63 power, 14 apr)Requires: - Dexterity 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 45.0 - 63.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 17 On weapon hit: * 10% chance to crush the target Damage (Ranged): +8 gravity / +15 darkness Damage against: +11% Living Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of elven-wood arrows of erosion (22/22, 45.5-63.7 power, 14 apr) psychokinetic quiver of elven-wood arrows of erosion (22/22, 45.5-63.7 power, 14 apr)Requires: - Dexterity 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 45.5 - 63.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 22 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +10 temporal / +9 nature / +27 physical Arrows are used with bows to pierce your foes to death. |
7 agate 7 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 Gems can be sold for money or used in arcane rituals. |
499 alchemist agate 499 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. |
10 onyx 10 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
13 aquamarine 13 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. |
13 lapis lazuli 13 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. |
10 opal 10 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. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
10 topaz 10 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. |
dwarven-steel pickaxe of the Iron Throne (dig speed 16 turns) =2Str 26Life 18Stam= dwarven-steel pickaxe of the Iron Throne (dig speed 16 turns) =2Str 26Life 18Stam=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Maximum life: +26.00 Maximum stamina: +18.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of wreckage (dig speed 25 turns) =4Str PerfectStrike= dwarven-steel pickaxe of wreckage (dig speed 25 turns) =4Str PerfectStrike=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Changes stats: +4 Str When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 24 cooldown : Effective talent level: 1.8 Power cost: 24 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +54 accuracy and allowing you to attack creatures you cannot see without penalty for the next 2 turns. Allows you to dig a wall, remove a tree, create ways. |
9 emerald 9 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. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
14 spinel 14 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. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 89 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
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 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp of corpselight alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% blight / +10% darkness Spellpower: +4 Spell crit. chance: +4% Light radius: +3 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 18 blight damage or heals 27 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
7 garnet 7 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. |
6 ruby 6 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 (1/2) Rod of Recall (1/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 180 power out of 261/400. 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. |
Adunor [power 89] (18 cooldown) =PhyNatTemAci 3Crit 8Acc= Adunor [power 89] (18 cooldown) =PhyNatTemAci 3Crit 8Acc=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +8 Physical crit. chance: +3.0% Reduces incoming crit damage: 10.00% Maximum stamina: +15.00 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 89 for 7 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
psionic stralite torque of thermal psionic shield [power 85] (18 cooldown) =Fire Cold Lit Arc= psionic stralite torque of thermal psionic shield [power 85] (18 cooldown) =Fire Cold Lit Arc=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 85 for 7 turns, placing all other charms into a 18 cooldown. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
quiet stralite torque of kinetic psionic shield [power 99] (18 cooldown) =Phys Nat Temp Acid= quiet stralite torque of kinetic psionic shield [power 99] (18 cooldown) =Phys Nat Temp Acid=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +1 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 99 for 7 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
stralite torque of charged psionic shield [power 83] (18 cooldown) =ElecBligMindDark= stralite torque of charged psionic shield [power 83] (18 cooldown) =ElecBligMindDark=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 83 for 7 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
6 amethyst 6 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. |
dragonbone wand of trap destruction [power 108] (14 cooldown) dragonbone wand of trap destruction [power 108] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to try to disarm traps in a line (disarm power 108), placing all other charms into a 14 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void elven-wood wand of clairvoyance [power 13] (6 cooldown) =Nog= void elven-wood wand of clairvoyance [power 13] (6 cooldown) =Nog=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +3 Void Blast It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 13), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
11 quartz 11 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. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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% Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
8 zircon 8 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 Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Azron the Skeleton Archer level 27
56th Pyre 123rd year of Ascendancy at 22:49 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Azron the Skeleton Archer level 19
8th Regrowth 123rd year of Ascendancy at 23:16 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Azron the Skeleton Archer level 33
1st Allure 124th year of Ascendancy at 21:09 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Azron the Skeleton Archer level 32
80th Haze 123rd year of Ascendancy at 03:33 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Azron the Skeleton Archer level 25
43rd Pyre 123rd year of Ascendancy at 05:40 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Azron the Skeleton Archer level 18
6th Allure 123rd year of Ascendancy at 08:01 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Azron the Skeleton Archer level 31
65th Dusk 123rd year of Ascendancy at 02:16 see stats
Don't Poosh it! (Roguelike)
Killed Kelad in the lost land of Poosh.By Azron the Skeleton Archer level 30
42nd Dusk 123rd year of Ascendancy at 21:18 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Azron the Skeleton Archer level 17
6th Decay 122nd year of Ascendancy at 18:34 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Azron the Skeleton Archer level 15
70th Haze 122nd year of Ascendancy at 00:14 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Azron the Skeleton Archer level 20
27th Regrowth 123rd year of Ascendancy at 22:34 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Azron the Skeleton Archer level 19
8th Regrowth 123rd year of Ascendancy at 22:41 see stats
Level 10 (Roguelike)
Got a character to level 10.By Azron the Skeleton Archer level 10
14th Dusk 122nd year of Ascendancy at 15:30 see stats
Level 20 (Roguelike)
Got a character to level 20.By Azron the Skeleton Archer level 20
18th Regrowth 123rd year of Ascendancy at 14:42 see stats
Level 30 (Roguelike)
Got a character to level 30.By Azron the Skeleton Archer level 30
28th Dusk 123rd year of Ascendancy at 22:59 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Azron the Skeleton Archer level 10
48th Dusk 122nd year of Ascendancy at 15:40 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Azron the Skeleton Archer level 29
2nd Flare 123rd year of Ascendancy at 20:19 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Azron the Skeleton Archer level 21
54th Regrowth 123rd year of Ascendancy at 11:16 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Azron the Skeleton Archer level 32
65th Haze 123rd year of Ascendancy at 10:02 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Azron the Skeleton Archer level 8
8th Flare 122nd year of Ascendancy at 17:41 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Azron the Skeleton Archer level 19
8th Regrowth 123rd year of Ascendancy at 23:16 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Azron the Skeleton Archer level 21
51st Regrowth 123rd year of Ascendancy at 10:11 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Azron the Skeleton Archer level 10
19th Dusk 122nd year of Ascendancy at 04:33 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Azron the Skeleton Archer level 28
63rd Pyre 123rd year of Ascendancy at 22:07 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Azron the Skeleton Archer level 19
18th Regrowth 123rd year of Ascendancy at 06:04 see stats
Unstoppable (Roguelike)
Returned from the dead.By Azron the Skeleton Archer level 32
41st Haze 123rd year of Ascendancy at 23:57 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Azron the Skeleton Archer level 26
54th Pyre 123rd year of Ascendancy at 20:00 see stats
Log
You gain 1.25 gold from the transmogrification of stralite waraxe (34-47.6 power, 5 apr).
You gain 4.17 gold from the transmogrification of arcing voratun waraxe of phasing (39.5-55.3 power, 15 apr).
You gain 1.75 gold from the transmogrification of dragonbone vilestaff (30-36 power, 6 apr, blight element).
You gain 3.48 gold from the transmogrification of mighty reinforced leather sling of cold.
You gain 7.13 gold from the transmogrification of mighty drakeskin leather sling of true flight.
You gain 4.91 gold from the transmogrification of drakeskin leather sling of nature.
You gain 2.27 gold from the transmogrification of pulsing mindstar of life (13.5-14.85 power, 32 apr, nature damage).
You gain 1.75 gold from the transmogrification of living mindstar (17-18.7 power, 40 apr, nature damage).
You gain 6.60 gold from the transmogrification of blazebringer's stralite mace of shearing (36-50.4 power, 5 apr).
You gain 1.25 gold from the transmogrification of elven-wood longbow.
You gain 1.75 gold from the transmogrification of voratun greatsword (61-97.6 power, 4 apr).
You gain 5.91 gold from the transmogrification of chilling voratun greatsword of torment (59.5-95.2 power, 4 apr).
You gain 1.75 gold from the transmogrification of voratun greatmaul (67-100.5 power, 4 apr).
You gain 1.75 gold from the transmogrification of voratun greatmaul (63.5-95.25 power, 4 apr).
You gain 1.75 gold from the transmogrification of voratun greatmaul (70.5-105.75 power, 4 apr).
You gain 1.75 gold from the transmogrification of voratun greatmaul (68.5-102.75 power, 4 apr).
You gain 3.98 gold from the transmogrification of insidious stralite greatmaul of massacre (66-99 power, 3 apr).
You gain 9.30 gold from the transmogrification of voratun dagger 'Geterelach' (50.5-65.65 power, 9 apr).
You gain 22.50 gold from the transmogrification of Kinetic Spike (38-49.4 power, 40 apr).
You gain 1.25 gold from the transmogrification of stralite battleaxe (42.5-63.75 power, 3 apr).
You gain 7.59 gold from the transmogrification of plaguebringer's voratun battleaxe of amnesia (59-88.5 power, 4 apr).
You gain 1.77 gold from the transmogrification of shielding rune (absorb 258 for 5 turns).
You gain 0.69 gold from the transmogrification of manasurge rune (1310% regen over 10 turns; 66 instant mana).
You gain 1.82 gold from the transmogrification of heat beam rune (168 fire damage).
You gain 2.56 gold from the transmogrification of acid wave rune of the wizard (225 acid damage; dur 5; apply 36).
You gain 1.80 gold from the transmogrification of acid wave rune (141 acid damage; dur 5; apply 22).
You gain 1.98 gold from the transmogrification of regeneration infusion (heal 496 over 5 turns).
You gain 5.90 gold from the transmogrification of heroism infusion (+6 for 7 turns, die at -300).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
