Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Ashes of Urh'Rok 1.4.0Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.4.8Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Corruptor |
Level / Exp | 30 / 86% |
Size | medium |
Lifes / Deaths | Killed by bloated horror at level 18 on the 11st Haze 122nd year of Ascendancy at 07:05 0 / 6Killed by ritch flamespitter at level 20 on the 47th Haze 122nd year of Ascendancy at 07:31 Killed by Emelybrewen the skeleton warrior at level 29 on the 12nd Pyre 123rd year of Ascendancy at 17:05 Killed by Vorukira the ghoul at level 29 on the 12nd Pyre 123rd year of Ascendancy at 20:30 Killed by Xerema the ghoul at level 30 on the 23rd Pyre 123rd year of Ascendancy at 06:54 Killed by Aduwyn the copperhead snake at level 30 on the 23rd Pyre 123rd year of Ascendancy at 12:40 |
Primary Stats
Strength | 26 (base 10) |
Dexterity | 67 (base 57) |
Constitution | 17 (base 12) |
Magic | 68 (base 60) |
Willpower | 19 (base 13) |
Cunning | 16 (base 10) |
Resources
Life | 866/866 |
Mana | 319/319 |
Positive | 66/117 |
Vim | 153/158 |
Healing Factor | 1.26 |
Regeneration | 9.639 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 10 |
See Stealth | 7 |
See Invisible | 11 |
ESP Range | 10 |
ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
Damage | 31 |
Accuracy | 42 |
Crit Chance | 11% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 47 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 34.4 (74.117647058824%) |
Defense | 37 |
Ranged Defense | 42 |
Fatigue | 35 |
Physical Save | 31 |
Spell Save | 29 |
Mental Save | 23 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 82% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 60% |
Silence Resistance | 25% |
Bleed Resistance | 100% |
Disarm Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 88 with a minimum range of 15. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 349 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 440 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Corruption / Blood | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Blight | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Corruption / Vim | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 0.80 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Curses | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Blood Fury |
talent | Willful Tormenter |
talent | Blood Vengeance |
talent | Dark Ritual |
talent | Chant of Fortress |
talent | Overkill |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Rhysus. Escort: injured seer (level 2 of Daikara) | failed |
You abandoned injured seer to death. Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | 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 anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 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 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by armoured skeleton warrior. Escort: lost warrior (level 5 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Arugara the skeleton warrior. Escort: worried loremaster (level 1 of Dreadfell) | 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. | active |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 530. | 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 |
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 AlchemistsUngrol 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 vampire lord fang. * You've found the needed vial of wight ectoplasm. * You've found the needed storm wyrm claw. | 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 within3 lumberjacks have died. | done |
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 |
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 of tirelessness (0 def, 1 armour) undeterred pair of rough leather boots of tirelessness (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Silence immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +21% Stamina each turn: +0.40 Maximum stamina: +12.00 A pair of boots made of leather. |
Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)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 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 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 43.07 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. |
On hands | brawler's iron gauntlets of dispersion (0 def, 1 armour) brawler's iron gauntlets of dispersion (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 arcane Changes stats: +2 Str / +3 Dex / +4 Mag / +3 Wil / +3 Cun Changes resistances: +4% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+3 eff.) It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Kagomas the dwarven-steel torque of psychoportation [power 36] (30 cooldown) =**= Kagomas the dwarven-steel torque of psychoportation [power 36] (30 cooldown) =**=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +6% cold Maximum wards: +2 physical / +3 mind / +2 darkness Talent granted: +1 Ward Spell save: +6 (+3 eff.) It can be used to teleport randomly (rad 36), putting all charms on cooldown for 30 turns. When used: 200% chance to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | Bogimmortal =27Stun LotResists= Bogimmortal =27Stun LotResists=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 nature / 4 acid Changes resistances: +14% acid / +24% light / +13% lightning / +13% cold / +9% nature / +11% fire Changes damage: +12% light / +6% acid Stun/Freeze immunity: +27% Life regen: +1.90 Rings can have magical properties. |
On fingers | rogue's gold ring of sensing rogue's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Blindness immunity: +20% Infravision radius: +4 See stealth: +7 See invisible: +11 Rings can have magical properties. |
Around neck | Torasin the gold amulet Torasin the gold amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 physical Changes stats: +6 Str Changes resistances: +1% physical / +13% fire / +18% mind / +15% cold Maximum encumbrance: +20 Confusion immunity: +22% Amulets can have magical properties. |
In main hand | Dazzlemalice (15-18 power, 3 apr, blight element) Dazzlemalice (15-18 power, 3 apr, blight element)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 temporal When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +6.0% Physical power: +6 (+3 eff.) Defense: +6 (+3 eff.) Effects on melee hit: * 9% chance to blind Damage when hit (Melee): 4 temporal Changes stats: +3 Con Changes resistances: +6% temporal Changes damage: +15% blight Talent granted: +1 Command Staff Critical mult.: +8.00% Life regen: +0.50 Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Light radius: +2 Healing mod.: +14% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 100.45 light damage. Staves designed for wielders of magic, by the greats of the art. |
Around waist | hardened leather belt 'Jetblood' hardened leather belt 'Jetblood'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Defense: +7 (+3 eff.) Changes damage: +3% darkness Grants telepathy: Humanoid/Orc Physical save: +21 (+10 eff.) Hate when firing a critical mind attack: +2.00 Maximum life: +38.00 Maximum psi: +30.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +1% A belt that goes around your waist. |
In off hand | Ulygas the steel shield (6 def, 2 armour, 38 block) Ulygas the steel shield (6 def, 2 armour, 38 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances: +3% mind / +16% cold Talent granted: +2 Block Blindness immunity: +10% Stun/Freeze immunity: +5% Maximum life: +87.00 Handheld deflection devices. |
Cloak | linen cloak 'Urarerin' (1 def, 0 armour) =31Life= linen cloak 'Urarerin' (1 def, 0 armour) =31Life=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Spell save: +3 (+2 eff.) Silence immunity: +5% Disarm immunity: +5% Maximum life: +31.00 Heals friendly targets nearby when you use a nature summon: +30 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Gleamrigor the steel plate armour (4 def, 9 armour) Gleamrigor the steel plate armour (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +2 Str / +2 Con Changes resistances: +5% acid / +6% physical / +9% light / +6% fire / +6% lightning / +6% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +20% Stun/Freeze immunity: +54% Knockback immunity: +22% Life regen: +5.00 Stamina each turn: +0.90 Maximum life: +40.00 Spell crit. chance: +2% Light radius: +1 Healing mod.: +12% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A suit of armour made of metal plates. |
Inventory
acid wave rune of the psychic (187 acid damage; dur 5; apply 31) acid wave rune of the psychic (187 acid damage; dur 5; apply 31)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: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 187.41 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 31. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the sneak (93 acid damage; dur 5; apply 31) acid wave rune of the sneak (93 acid damage; dur 5; apply 31)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 93.49 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 31. The surge of natural acids will remove one detrimental magical effect from you. 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. |
biting gale rune of the psychic (86 cold damage; 32 apply power) biting gale rune of the psychic (86 cold damage; 32 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 85.80 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 32. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (79 fire damage) heat beam rune (79 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 79.00 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. |
shielding rune of the duelist (absorb 256 for 5 turns) shielding rune of the duelist (absorb 256 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 256 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 268 for 4 turns) shielding rune of the psychic (absorb 268 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 268 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 54) teleportation rune (range 54)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: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 54 with a minimum range of 15. 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 duelist (range 115) teleportation rune of the duelist (range 115)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: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 115 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 108) teleportation rune of the wizard (range 108)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 108 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Drogen =14Conf +3Blig= Drogen =14Conf +3Blig=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 16 blight Changes stats: +2 Wil Changes resistances: +3% blight Changes damage: +3% blight Mental save: +11 (+6 eff.) Confusion immunity: +14% Mindpower: +9 (+5 eff.) Amulets can have magical properties. |
grounding gold amulet of dexterity (+3) =32Stun= grounding gold amulet of dexterity (+3) =32Stun=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% lightning Stun/Freeze immunity: +32% Amulets can have magical properties. |
insulating copper amulet of willpower (+3) insulating copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +13% fire / +11% cold Amulets can have magical properties. |
steel amulet of cunning (+4) steel amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Amulets can have magical properties. |
Arthyderab the Lightprophet =10Dex 12Cun 2LR= Arthyderab the Lightprophet =10Dex 12Cun 2LR=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +17 (+6 eff.) Changes stats: +10 Dex / +6 Wil / +12 Cun Changes resistances: +3% acid / +5% arcane / +12% lightning Mindpower: +7 (+4 eff.) Light radius: +2 Rings can have magical properties. |
Ce'Nytira the Lightfear =5Cun= Ce'Nytira the Lightfear =5Cun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +5 Cun See invisible: +3 Rings can have magical properties. |
Elenahell the steel ring =5Con 3Dex= Elenahell the steel ring =5Con 3Dex=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Dex / +5 Con Physical save: +8 (+4 eff.) Life regen: +0.40 Only die when reaching: -40.00 life Rings can have magical properties. |
Malidorin =3LR 27Conf= Malidorin =3LR 27Conf=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Wil Mental save: +8 (+4 eff.) Confusion immunity: +27% Light radius: +3 See invisible: +9 Rings can have magical properties. |
Urthedil the steel ring =-60Life 3Cun= Urthedil the steel ring =-60Life 3Cun=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +3 Cun Changes resistances: +6% light Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Hate when firing a critical mind attack: +2.00 Only die when reaching: -60.00 life Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
Zubithra the gold ring =29Stun 2Dex 1Wil= Zubithra the gold ring =29Stun 2Dex 1Wil=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Dex / +1 Wil Stun/Freeze immunity: +29% Life regen: +1.30 See invisible: +9 Rings can have magical properties. |
psionicist's copper ring of perseverance =22Stun 2Wil= psionicist's copper ring of perseverance =22Stun 2Wil=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Stun/Freeze immunity: +22% Life regen: +1.10 Rings can have magical properties. |
treant's gold ring of tenacity treant's gold ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +8% nature / +5% blight Poison immunity: +19% Disease immunity: +19% Disarm immunity: +23% Pinning immunity: +25% Knockback immunity: +26% Maximum life: +30.00 Rings can have magical properties. |
warrior's steel ring of arcana(+0.15/turn) =2Str xMpt= warrior's steel ring of arcana(+0.15/turn) =2Str xMpt=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Silence immunity: +29% Mana each turn: +0.15 Rings can have magical properties. |
warrior's steel ring of fire (+22%) =3Str= warrior's steel ring of fire (+22%) =3Str=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: +22% fire Changes damage: +11% fire Rings can have magical properties. |
wizard's gold ring of perseverance =27Stun= wizard's gold ring of perseverance =27Stun=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag Spell save: +12 (+6 eff.) Stun/Freeze immunity: +27% Life regen: +1.90 Rings can have magical properties. |
Mighty Girdle =70Enc= Mighty Girdle =70Enc=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. 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. |
Cloak of Deception =**= Cloak of Deception =**=Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
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 (+1 eff.) 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. |
Arthaleg (6 def, 0 armour) =**= Arthaleg (6 def, 0 armour) =**=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +4 Mag / +4 Wil / +5 Cun / +3 Con Changes resistances: +6% mind Changes damage: +9% arcane Blindness immunity: +5% Pinning immunity: +5% Life regen: +2.90 Only die when reaching: -40.00 life Mindpower: +3 (+2 eff.) Damage Shield Power: +9% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 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... |
Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +5 Mag / +6 Wil / +3 Cun Changes damage: +11% blight / +10% arcane Physical save: +25 (+11 eff.) Poison immunity: +15% Confusion immunity: +5% Stun/Freeze immunity: +5% Maximum vim: +25.00 Spell crit. chance: +2% Mindpower: +5 (+3 eff.) It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.6 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 20%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
523 alchemist agate 523 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. |
onyx 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Aeridheba' (dig speed 30 turns) =5Str 4Wil= iron pickaxe 'Aeridheba' (dig speed 30 turns) =5Str 4Wil=Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Damage when hit (Melee): 8 mind Changes stats: +5 Str / +4 Wil Hate when firing a critical mind attack: +1.00 Mental crit. chance: +9% Heals friendly targets nearby when you use a nature summon: +30 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 jade 2 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Searsting [power 47] (20 cooldown) =+6Blig= Searsting [power 47] (20 cooldown) =+6Blig=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +12% blight Maximum wards: +2 physical / +3 mind / +2 darkness Changes resistances penetration: +5% fire Changes damage: +6% blight / +3% fire Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 47 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of mindblast [power 177] (9 cooldown) supercharged steel torque of mindblast [power 177] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to fire a blast of psionic energies in a range 6 beam dealing 88.50 to 177.00 mind damage, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
Delublek the yew totem of cure ailments [power 2] (10 cooldown) =**= Delublek the yew totem of cure ailments [power 2] (10 cooldown) =**=Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +1 Mag / +3 Wil / +1 Con Maximum wards: +3 acid / +1 nature / +3 light Talents granted: +1 Ward +1 Lay Web It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 6 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Nerebrekira [power 50] (20 cooldown) =15BligPen= Nerebrekira [power 50] (20 cooldown) =15BligPen=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +3% blight Changes resistances penetration: +15% blight / +5% acid Changes damage: +3% acid It can be used to harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 9 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Emodhetha [power 10] (6 cooldown) =1LR 10Sil 5Conf= Emodhetha [power 10] (6 cooldown) =1LR 10Sil 5Conf=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +1 Wil Talent granted: +2 Volcano Silence immunity: +10% Disarm immunity: +15% Confusion immunity: +5% Light radius: +1 It can be used to reveal the area around you, dispelling darkness (radius 10, power 72 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Loraruikor [power 9] (6 cooldown) Loraruikor [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +3 Mag Talent granted: +2 Strike Spellpower: +4 (+2 eff.) It can be used to reveal the area around you, dispelling darkness (radius 9, power 71 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
bright ash wand of trap destruction [power 36] (15 cooldown) bright ash wand of trap destruction [power 36] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to disarm traps (36 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 2 positive energy. 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 within range 20, costing 30 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. |
10 quartz 10 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Rhysus the Skeleton Corruptor level 19
33rd Haze 122nd year of Ascendancy at 05:46 see stats
By Rhysus the Skeleton Corruptor level 14
42nd Dusk 122nd year of Ascendancy at 13:18 see stats
By Rhysus the Skeleton Corruptor level 25
50th Regrowth 123rd year of Ascendancy at 00:06 see stats
By Rhysus the Skeleton Corruptor level 19
44th Haze 122nd year of Ascendancy at 12:33 see stats
By Rhysus the Skeleton Corruptor level 23
31st Regrowth 123rd year of Ascendancy at 21:29 see stats
By Rhysus the Skeleton Corruptor level 17
8th Haze 122nd year of Ascendancy at 06:31 see stats
By Rhysus the Skeleton Corruptor level 19
33rd Haze 122nd year of Ascendancy at 06:11 see stats
By Rhysus the Skeleton Corruptor level 10
6th Flare 122nd year of Ascendancy at 17:16 see stats
By Rhysus the Skeleton Corruptor level 20
46th Haze 122nd year of Ascendancy at 02:27 see stats
By Rhysus the Skeleton Corruptor level 30
17th Pyre 123rd year of Ascendancy at 07:22 see stats
By Rhysus the Skeleton Corruptor level 23
5th Allure 123rd year of Ascendancy at 19:06 see stats
By Rhysus the Skeleton Corruptor level 25
50th Regrowth 123rd year of Ascendancy at 12:19 see stats
By Rhysus the Skeleton Corruptor level 10
4th Dusk 122nd year of Ascendancy at 00:59 see stats
By Rhysus the Skeleton Corruptor level 19
33rd Haze 122nd year of Ascendancy at 05:46 see stats
By Rhysus the Skeleton Corruptor level 10
1st Dusk 122nd year of Ascendancy at 23:01 see stats
By Rhysus the Skeleton Corruptor level 22
50th Haze 122nd year of Ascendancy at 07:31 see stats
By Rhysus the Skeleton Corruptor level 19
33rd Haze 122nd year of Ascendancy at 06:33 see stats
Log
You gain 12.00 gold from the transmogrification of onyx.
You extract ruby from arcing stralite dagger (28-36.4 power, 9 apr)
You gain 16.00 gold from the transmogrification of ruby.
You extract amber from Festerspike (34.5-44.85 power, 9 apr)
You gain 16.00 gold from the transmogrification of amber.
You extract amber from stralite battleaxe of projection (41.5-62.25 power, 3 apr)
You gain 16.00 gold from the transmogrification of amber.
You extract aquamarine from hateful steel battleaxe of massacre (30-45 power, 2 apr)
You gain 8.00 gold from the transmogrification of aquamarine.
You gain 1.16 gold from the transmogrification of manasurge rune of the duelist (1357% regen over 10 turns; 68 instant mana).
You gain 1.00 gold from the transmogrification of wild infusion (resist 11%; cure mental, magical).
You gain 0.64 gold from the transmogrification of sun infusion (rad 6; power 21; turns 5; dispells darkness).
You gain 1.82 gold from the transmogrification of movement infusion (448% speed; 6 turns).
There is a next level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
There is a previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 11 turns (stop reason: at exit).
Saving game...
Saving done.
Rhysus deactivates Willful Tormenter.
Rhysus deactivates Blood Fury.
Rhysus deactivates Overkill.
Rhysus deactivates Blood Vengeance.
Rhysus deactivates Chant of Fortress.
Rhysus deactivates Dark Ritual.