Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Archer |
Level / Exp | 43 / 15% |
Size | small |
Lifes / Deaths | Killed by Porymivea the carrion worm mass at level 24 on the 48th Regrowth 123rd year of Ascendancy at 15:57 / 2Killed by Yvilaith the orc summoner at level 43 on the 69th Haze 123rd year of Ascendancy at 16:49 |
Antimagic | Follower |
Primary Stats
Strength | 69 (base 60) |
Dexterity | 77 (base 60) |
Constitution | 41 (base 10) |
Magic | 13 (base 10) |
Willpower | 61 (base 49) |
Cunning | 19 (base 12) |
Resources
Life | -132/1189 |
Psi | 151/151 |
Stamina | 79/264 |
Equilibrium | 45 |
Healing Factor | 1.5181210824034 |
Regeneration | 4.933893517811 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.7763568394003E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 6 |
See Stealth | 20.783939787388 |
See Invisible | 20.783939787388 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 165 |
Accuracy | 65 |
Crit Chance | 42% |
APR | 35 |
Speed | 0.80 |
Offense: Spell
Spellpower | 8.5 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +13% |
Nature | +18% |
Physical | +82% |
Arcane | +6% |
Mind | +18% |
All | 0% |
Offense: Damage Penetration
Blight | +35% |
Physical | +54% |
Fire | +5% |
Defense: Base
Armour (hardiness) | 56 (64.692942254812%) |
Defense | 63 |
Ranged Defense | 66 |
Fatigue | 1.5443592552026 |
Physical Save | 70 |
Spell Save | 63 |
Mental Save | 46 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 39%( 70%) |
Arcane | + 43%( 70%) |
Cold | + 38%( 70%) |
All | + 13%( 70%) |
Mind | + 26%( 70%) |
Lightning | + 50%( 70%) |
Light | + 26%( 70%) |
Temporal | + 18%( 70%) |
Physical | + 34%( 70%) |
Darkness | + 33%( 70%) |
Fire | + 58%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Disarm Resistance | 48% |
Poison Resistance | 16% |
Blind Resistance | 25% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 496 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 607% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 10 turns. While Heroism is active, you will only die when reaching -750 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Technique / Sniper | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Aim |
talent | Intuitive Shots |
talent | Trained Reactions |
talent | Wild Growth |
talent | Antimagic Shield |
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 4. Militant Mind |
detrimental effect | The target is poisoned, taking 7.86 nature damage per turn and decreasing all heals received by 53%. Insidious Poison |
beneficial effect | You gain 38% resistance against fire. Resolve |
beneficial effect | Reduces physical damage received by 22% and provides a 11% chance to ignore critical hits. Juggernaut |
beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 29 defense. Evasion |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | 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 Aretha the ice wyrm. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Disengage (+1 level(s)). | done |
You failed to protect the lost tinker from death by Eilinaldawen the ghoul. Escort: lost tinker (level 4 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by giant ice ant. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1007. | 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. You have been shown a secret entrance to his stronghold. | 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 snow giant kidney. * You've found the needed length of troll intestine. * You've found the needed pouch of bone giant dust. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed minotaur nose. * You've found the needed warg claw. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 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 within2 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 |
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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Polytta the Torchidol (0 def, 14 armour) Polytta the Torchidol (0 def, 14 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +14 Fatigue: +5% Damage when hit (Melee): 12 fire Changes resistances: +10% acid / +12% blight / +11% fire / +11% lightning / +8% cold Changes resistances penetration: +25% blight / +5% fire / +14% physical Physical save: +11 (+2 eff.) Spell save: +11 (+3 eff.) Mental save: +11 (+4 eff.) A pair of boots made of leather. |
Quiver | Thunderquell the quiver of elven-wood arrows (50/51, 44-61.6 power, 14 apr) Thunderquell the quiver of elven-wood arrows (50/51, 44-61.6 power, 14 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 44.0 - 61.6 Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +22.5% Capacity: 51 On weapon hit: * 20% chance to daze at end of turn * 40 arcane resource burn * Slows global speed by 20% On weapon crit: * cripple the target Damage (Ranged): +4 lightning / +30 cold Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +14 cold When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
Light source | alchemist's lamp 'Hellsarc' alchemist's lamp 'Hellsarc'Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 4 fire Changes stats: +3 Con Changes resistances: +11% blight / +6% light / +6% darkness / +3% lightning Physical save: +22 (+5 eff.) Spell save: +19 (+5 eff.) Mental save: +13 (+4 eff.) Life regen: +1.80 Light radius: +3 Healing mod.: +19% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Duvamanik (0 def, 5 armour) Duvamanik (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 mind Changes stats: +10 Dex Changes resistances: +10% nature / +9% mind / +17% darkness Changes damage: +18% mind Physical save: +21 (+5 eff.) Spell save: +7 (+2 eff.) Maximum life: +60.00 Infravision radius: +6 Healing mod.: +24% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Getta [power 3] (8 cooldown) Getta [power 3] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +4 Changes stats: +3 Str / +5 Con Changes damage: +18% physical Talent cooldown: Rushing Claws (-1 turn) Talent granted: +3 Rushing Claws Physical save: +42 (+10 eff.) Healing mod.: +20% It can be used to remove up to 3 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Arthinarinarirak the gold ring Arthinarinarirak the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Defense: +10 (+3 eff.) Changes resistances: +26% lightning / +9% light / +8% nature / +7% blight / +3% cold / +5% arcane / +6% acid Changes damage: +13% lightning Poison immunity: +16% Disease immunity: +12% It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.4 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 150% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | Urthugosin UrthugosinInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Mag Changes resistances: +36% nature Changes resistances penetration: +10% blight Changes damage: +18% nature / +6% arcane Critical mult.: +20.00% Spell save: +20 (+5 eff.) Mana when firing critical spell: +2.00 Maximum mana: +80.00 Maximum vim: +30.00 Rings can have magical properties. |
Around waist | Isenne the Boltpanic Isenne the BoltpanicCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Cun / +4 Dex Changes resistances penetration: +10% physical Changes damage: +12% physical Life regen: +0.20 Mental crit. chance: +5% A belt that goes around your waist. |
In main hand | Salokira SalokiraRequires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * Slows global speed by 20% When wielded/worn: Changes stats: +6 Con Changes resistances: +3% lightning / +9% cold / +15% nature / +3% fire Changes resistances penetration: +30% physical Changes damage: +46% physical Talent mastery: +0.30 Wild-gift / Fungus Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) It can be used to regenerate 210 life over 5 turns, putting all charms on cooldown for 16 turns. Longbows are used to shoot arrows at your foes. |
On hands | hardened leather gloves 'Belebreda' (0 def, 14 armour) hardened leather gloves 'Belebreda' (0 def, 14 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +14 Damage (Melee): 8 physical Changes stats: +3 Con Changes resistances: +5% arcane / +6% temporal / +6% nature / +6% mind Changes damage: +6% physical Physical save: +21 (+5 eff.) Spell save: +7 (+2 eff.) Mental save: +16 (+5 eff.) Disarm immunity: +28% Maximum life: +57.00 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 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 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +38 (+9 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Cloak | cashmere cloak 'Zubonne' (2 def, 0 armour) cashmere cloak 'Zubonne' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +3% physical / +9% cold Mental save: +6 (+2 eff.) Blindness immunity: +25% Disarm immunity: +20% Stun/Freeze immunity: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +15 Fatigue: +2% Changes stats: +6 Str / +6 Con Talent mastery: +0.20 Technique / Battle tactics Reduces opponents crit chance: 10% Activating this item is instant. It can be used to activate talent Juggernaut (costing 24 power out of 56/60) : Effective talent level: 2.0 Power cost: 24 out of 56/60. 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 a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
healing infusion of the warrior (heal 223) healing infusion of the warrior (heal 223)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 223 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+11 for 10 turns, die at -630) heroism infusion of the titan (+11 for 10 turns, die at -630)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 10 turns. While Heroism is active, you will only die when reaching -630 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+16 for 13 turns, die at -774) heroism infusion of the warrior (+16 for 13 turns, die at -774)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 13 turns. While Heroism is active, you will only die when reaching -774 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (621% speed; 5 turns) movement infusion of the duelist (621% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; 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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 621% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (698% speed; 6 turns) movement infusion of the psychic (698% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 698% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (533% speed; 7 turns) movement infusion of the sneak (533% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; 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 nature gift Description: Activate the infusion to increase movement speed by 533% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (555% speed; 5 turns) movement infusion of the sneak (555% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; 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 nature gift Description: Activate the infusion to increase movement speed by 555% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 378 over 5 turns) regeneration infusion of the psychic (heal 378 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 378 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 18%; cure mental, physical) wild infusion of the titan (resist 18%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 18% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 26%; cure mental, physical) wild infusion of the warrior (resist 26%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 26% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
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. |
Beloreda the voratun amulet Beloreda the voratun amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +4 Con Changes resistances: +22% light / +21% darkness Physical save: +20 (+5 eff.) Blindness immunity: +66% Life regen: +2.60 Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +63.00 Maximum vim: +20.00 Infravision radius: +7 Sight radius: +2 See invisible: +13 Amulets can have magical properties. |
Bethubretta BethubrettaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% temporal / +10% light / +11% darkness Changes damage: +12% temporal Physical save: +14 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +12 (+4 eff.) Blindness immunity: +32% Amulets can have magical properties. |
Blazeking the copper amulet Blazeking the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +7 Wil Changes resistances penetration: +10% mind Changes damage: +3% fire Life regen: +1.10 Mindpower: +8 (+2 eff.) Mental crit. chance: +1% Amulets can have magical properties. |
Issuchak the Vilerot Issuchak the VilerotInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +5% arcane Changes damage: +6% nature Reduces incoming crit damage: 10.00% Spell save: +30 (+7 eff.) Confusion immunity: +20% Pinning immunity: +10% Stun/Freeze immunity: +15% Amulets can have magical properties. |
grounding gold amulet of constitution (+4) grounding gold amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +17% lightning Stun/Freeze immunity: +27% Amulets can have magical properties. |
insulating gold amulet of cunning (+5) insulating gold amulet of cunning (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +10% cold / +14% fire Amulets can have magical properties. |
Arcstreaker the copper ring Arcstreaker the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 12 lightning Changes resistances: +22% fire Changes damage: +11% fire Grants telepathy: Demon/Minor Demon/Major Psi when hit: +0.04 Maximum psi: +10.00 Mental crit. chance: +5% Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Erikath the steel ring Erikath the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +8 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +7 Str / +4 Con Life regen: +0.80 Healing mod.: +10% Rings can have magical properties. |
Glutta the Gloworder Glutta the GloworderCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% * 15% chance to blind Damage when hit (Melee): 12 light Changes resistances: +6% light / +6% acid Changes damage: +6% light Stun/Freeze immunity: +32% Life regen: +2.40 Light radius: +3 Rings can have magical properties. |
Splendourjeer the copper ring Splendourjeer the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +6% mind / +3% light Changes resistances penetration: +20% light Changes damage: +6% light Mental save: +5 (+2 eff.) Confusion immunity: +20% Rings can have magical properties. |
gold ring 'Adildawe' gold ring 'Adildawe'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Con Changes resistances: +5% arcane / +24% fire Changes resistances penetration: +25% arcane Changes damage: +3% acid / +12% fire Physical save: +8 (+2 eff.) Spell save: +14 (+3 eff.) Maximum stamina: +16.00 Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings can have magical properties. |
rogue's steel ring of clarity rogue's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Mental save: +7 (+2 eff.) Confusion immunity: +24% Rings can have magical properties. |
steel ring 'Arana' steel ring 'Arana'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex / +3 Wil / +1 Cun Changes resistances: +22% nature / +22% fire Changes damage: +11% fire / +11% nature / +6% mind Rings can have magical properties. |
titan's steel ring titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Rings can have magical properties. |
Dairytodir the elven-wood longbow Dairytodir the elven-wood longbowRequires: - Dexterity 35 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon crit: * silences the target Damage (Ranged): +17 nature / +30 fire When wielded/worn: Changes resistances: +9% light / +5% arcane / +6% mind Changes resistances penetration: +17% fire / +17% nature / +26% physical Changes damage: +26% physical Blindness immunity: +10% Global speed: +6% Longbows are used to shoot arrows at your foes. |
elven-wood longbow 'Gorurion' elven-wood longbow 'Gorurion'Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * Slows global speed by 40% When wielded/worn: Accuracy: +53 (+13 eff.) Armour penetration: +5 Physical crit. chance: +36.0% Changes resistances: +6% darkness / +3% cold Maximum encumbrance: +20 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Festerjeer the stralite longsword (31.5-44.1 power, 5 apr)Festerjeer the stralite longsword (31.5-44.1 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 31.5 - 44.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 17% chance to inflict 15% damage reduction * 20% chance to curse the target Burst (radius 2) on crit: +8 nature When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +6 Wil Changes resistances: +12% mind Changes resistances penetration: +15% nature / +15% mind Spell save: +12 (+3 eff.) Spell crit. chance: +6% Sharp, long, and deadly. |
Daimedil DaimedilCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +4 (+1 eff.) Changes stats: +4 Con / +10 Wil Changes damage: +6% physical Critical mult.: +8.00% A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 8 power out of 25/25) : Effective talent level: 3.0 Power cost: 8 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 53 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Gloruth (1 def, 0 armour) Gloruth (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances: +6% darkness Mental save: +6 (+2 eff.) Cut immunity: +15% Confusion immunity: +10% Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Isledawen' (8 def, 6 armour) cashmere cloak 'Isledawen' (8 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +2 Cun / +12 Dex Critical mult.: +3.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour) =20 respen= Crimson Robe (12 def, 0 armour) =20 respen=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+6 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Lisowe the pair of hardened leather boots (0 def, 9 armour) Lisowe the pair of hardened leather boots (0 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +6 Physical crit. chance: +7.0% Physical power: +5 (+1 eff.) Armour: +9 Fatigue: -4% Damage when hit (Melee): 8 physical Physical save: +3 (+0 eff.) Stamina each turn: +0.50 Maximum life: +74.00 Infravision radius: +2 Movement speed: +10% Healing mod.: +10% A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour) Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Wil / +8 Mag Knockback immunity: +100% Spellpower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 16 power out of 20/20) : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Ivotira (0 def, 6 armour) Ivotira (0 def, 6 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +6 Damage (Melee): 6 fire Changes stats: +3 Cun Changes resistances: +3% lightning / +15% fire / +14% darkness Changes damage: +6% fire Life regen: +1.90 Stamina each turn: +1.20 Maximum life: +20.00 Maximum stamina: +18.00 Infravision radius: +2 Healing mod.: +5% It can be used to activate talent Track, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Koredar (9 def, 8 armour) Koredar (9 def, 8 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +6 Str / +7 Con Critical mult.: +12.00% Physical save: +40 (+10 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +38% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 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 a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+4 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 161.12 arcane damage and stunned), costing 80 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
rough leather gloves 'Blazepeal' (0 def, 1 armour) rough leather gloves 'Blazepeal' (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 fire Damage when hit (Melee): 8 fire Changes stats: +4 Str / +2 Dex Changes resistances: +6% fire Changes damage: +10% fire Healing mod.: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ce'Norilaith (2 def, 0 armour) Ce'Norilaith (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +6% temporal / +22% nature / +9% mind Changes damage: +15% nature Physical save: +18 (+4 eff.) Spell save: +20 (+5 eff.) Stun/Freeze immunity: +30% Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) 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 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 28 power out of 35/35) : Effective talent level: 2.0 Power cost: 28 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power 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. |
Islurin the hardened leather cap (0 def, 13 armour) Islurin the hardened leather cap (0 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +4.0% Armour: +13 Fatigue: +3% Changes stats: +6 Con Changes damage: +6% physical Critical mult.: +12.00% Physical save: +18 (+4 eff.) Spellpower: +4 (+2 eff.) A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Yaldan Baoth (0 def, 6 armour) Yaldan Baoth (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +7 Con / +10 Wil Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
iron helm 'Burncutter' (0 def, 3 armour) =wb= iron helm 'Burncutter' (0 def, 3 armour) =wb=Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Dex / +1 Con Changes resistances: +6% cold Changes damage: +9% fire Grants telepathy: Demon/Minor Demon/Major Allows you to breathe in: water See invisible: +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Emuma the Offaltrail (10 def, 2 armour, 142 block)Emuma the Offaltrail (10 def, 2 armour, 142 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Damage (Melee): 9 fire Damage when hit (Melee): 18 fire Changes stats: +4 Mag / +4 Wil Changes damage: +18% arcane Talent granted: +4 Block Critical mult.: +10.00% Spell save: +12 (+3 eff.) Spellpower: +4 (+2 eff.) Spell crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Handheld deflection devices. |
Kindlesmasher the quiver of elven-wood arrows (20/20, 45.5-63.7 power, 14 apr) Kindlesmasher the quiver of elven-wood arrows (20/20, 45.5-63.7 power, 14 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 45.5 - 63.7 Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Fire Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +29 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 20 On weapon hit: * 40% chance to corrode armour by 30% Damage (Ranged): +54 insidious poison / +29 cold Burst (radius 1) on hit: +12 acid / +4 fire Burst (radius 2) on crit: +14 cold / +8 fire Arrows are used with bows to pierce your foes to death. |
Lisenn the Hellswhisper (20/20, 42-58.8 power, 14 apr) Lisenn the Hellswhisper (20/20, 42-58.8 power, 14 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.0 - 58.8 Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 20 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) On weapon crit: * wounds the target for 7 turns: 20 bleeding, 66% reduced healing Damage (Ranged): +16 blight / +26 bleed Burst (radius 1) on hit: +12 blight / +12 temporal / +12 fire Burst (radius 2) on crit: +4 blight / +8 fire Arrows are used with bows to pierce your foes to death. |
1273 alchemist agate 1273 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Khelihad (dig speed 11 turns) Khelihad (dig speed 11 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +3% blight / +6% temporal / +12% lightning Changes damage: +8% mind / +10% fire Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +12 (+4 eff.) Maximum life: +59.00 Infravision radius: +3 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 64 power out of 50/100. 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 emerald 2 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light of Revelation Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
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 (118 power, based on Willpower), costing 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Ulfindil UlfindilCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +9 Str / +1 Cun / +2 Con Light radius: +5 Infravision radius: +1 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Yvokira' brass lantern 'Yvokira'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str / +9 Wil Changes damage: +6% mind Light radius: +5 Infravision radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 8 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2) Rod of Recall (2/2)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 162 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 297.36 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 20 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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. |
dwarven-steel torque of psychoportation [power 37] (24 cooldown) dwarven-steel torque of psychoportation [power 37] (24 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 37), putting all charms on cooldown for 24 turns. Torques are made by powerful psionics to store psionic powers. |
Belesewe the Stokeguile [power 2] (8 cooldown) Belesewe the Stokeguile [power 2] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 fire Changes resistances: +6% temporal Changes resistances penetration: +25% temporal Changes damage: +6% fire / +6% temporal Talent cooldown: Rushing Claws (-1 turn) Talent granted: +3 Rushing Claws Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to remove up to 2 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
Poloyana [power 47] (16 cooldown) Poloyana [power 47] (16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +8 Dex / +3 Cun / +3 Con Changes damage: +12% blight / +9% arcane Spellpower: +6 (+2 eff.) Spell crit. chance: +2% It can be used to harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50%, putting all charms on cooldown for 16 turns. When used: 100% chance to regenerate 7 stamina. Natural totems are made by powerful wilders to store nature power. |
Zanirion [power 37] (16 cooldown) Zanirion [power 37] (16 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Fatigue: -2% Changes stats: +1 Wil Maximum wards: +3 acid / +3 nature / +2 light Talent cooldown: Lay Web (-1 turn) Talents granted: +2 Lay Web +1 Ward Light radius: +3 It can be used to harden the skin for 7 turns increasing armour by 37 and armour hardiness by 50%, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Living In The Past the Halfling Archer level 38
43rd Haze 123rd year of Ascendancy at 14:00 see stats
By Living In The Past the Halfling Archer level 35
74th Pyre 123rd year of Ascendancy at 17:44 see stats
By Living In The Past the Halfling Archer level 37
2nd Mirth 123rd year of Ascendancy at 06:47 see stats
By Living In The Past the Halfling Archer level 17
43rd Haze 122nd year of Ascendancy at 00:59 see stats
By Living In The Past the Halfling Archer level 43
68th Haze 123rd year of Ascendancy at 15:25 see stats
By Living In The Past the Halfling Archer level 41
63rd Haze 123rd year of Ascendancy at 04:48 see stats
By Living In The Past the Halfling Archer level 27
3rd Pyre 123rd year of Ascendancy at 08:24 see stats
By Living In The Past the Halfling Archer level 10
48th Dusk 122nd year of Ascendancy at 13:04 see stats
By Living In The Past the Halfling Archer level 40
59th Haze 123rd year of Ascendancy at 08:44 see stats
By Living In The Past the Halfling Archer level 32
53rd Pyre 123rd year of Ascendancy at 06:16 see stats
By Living In The Past the Halfling Archer level 26
69th Regrowth 123rd year of Ascendancy at 03:58 see stats
By Living In The Past the Halfling Archer level 22
7th Decay 122nd year of Ascendancy at 20:16 see stats
By Living In The Past the Halfling Archer level 30
39th Pyre 123rd year of Ascendancy at 14:08 see stats
By Living In The Past the Halfling Archer level 38
46th Haze 123rd year of Ascendancy at 17:12 see stats
By Living In The Past the Halfling Archer level 29
22nd Pyre 123rd year of Ascendancy at 07:44 see stats
By Living In The Past the Halfling Archer level 10
37th Dusk 122nd year of Ascendancy at 02:39 see stats
By Living In The Past the Halfling Archer level 20
76th Haze 122nd year of Ascendancy at 19:05 see stats
By Living In The Past the Halfling Archer level 30
28th Pyre 123rd year of Ascendancy at 23:44 see stats
By Living In The Past the Halfling Archer level 40
57th Haze 123rd year of Ascendancy at 14:03 see stats
By Living In The Past the Halfling Archer level 17
3rd Haze 122nd year of Ascendancy at 02:45 see stats
By Living In The Past the Halfling Archer level 38
46th Haze 123rd year of Ascendancy at 14:45 see stats
By Living In The Past the Halfling Archer level 31
39th Pyre 123rd year of Ascendancy at 22:05 see stats
By Living In The Past the Halfling Archer level 40
59th Haze 123rd year of Ascendancy at 12:05 see stats
By Living In The Past the Halfling Archer level 35
74th Pyre 123rd year of Ascendancy at 17:44 see stats
By Living In The Past the Halfling Archer level 7
13rd Dusk 122nd year of Ascendancy at 22:33 see stats
By Living In The Past the Halfling Archer level 35
74th Pyre 123rd year of Ascendancy at 17:44 see stats
By Living In The Past the Halfling Archer level 7
10th Mirth 122nd year of Ascendancy at 10:19 see stats
By Living In The Past the Halfling Archer level 23
9th Decay 122nd year of Ascendancy at 20:50 see stats
By Living In The Past the Halfling Archer level 16
74th Dusk 122nd year of Ascendancy at 16:37 see stats
By Living In The Past the Halfling Archer level 24
48th Regrowth 123rd year of Ascendancy at 15:57 see stats
By Living In The Past the Halfling Archer level 36
79th Pyre 123rd year of Ascendancy at 21:33 see stats
Log
Yvilaith the orc summoner calms down.
Living In The Past is no longer evading attacks.
Living In The Past is not silenced anymore.
Talent Vitality is ready to use.
Talent Steady Shot is ready to use.
Worm that walks (servant of Emema the orc berserker) speeds up.
Living In The Past reacts to an attack from Minotaur, mitigating the blow!.
Living In The Past is invigorated by the attack!
Living In The Past is poisoned!
Living In The Past is invigorated by the attack!
Living In The Past is invigorated by the attack!
Living In The Past hits Minotaur for 0 arcane, 0 arcane, 0 arcane, 16 fire, 14 mind (30 total damage).
Minotaur hits Living In The Past for (58 reacted , -5 stam), 150 physical, (4 antimagic), 0 nature, (20 antimagic), 0 temporal, (11 antimagic), 0 nature (150 total damage).
Worm that walks (servant of Emema the orc berserker) uses Blindside.
Living In The Past repels an attack from Worm that walks (servant of Emema the orc berserker).
Living In The Past repels an attack from Worm that walks (servant of Emema the orc berserker).
Living In The Past's Intuitive Shots performs a ranged critical strike against Worm that walks (servant of Emema the orc berserker)!
Worm that walks (servant of Emema the orc berserker) slows down.
Worm that walks (servant of Emema the orc berserker) is crippled.
Living In The Past's Intuitive Shots hits Worm that walks (servant of Emema the orc berserker) for 269 physical, 3 lightning, 0 arcane, 30 cold, 6 lightning, 14 cold (322 total damage).
Living In The Past's Intuitive Shots hits Minotaur for 6 lightning, 14 cold (20 total damage).
Yvilaith the orc summoner strafes with his steamguns!
Giant spider uses Web.
Living In The Past tries to evade attacks.
Living In The Past is invigorated by the attack!
Living In The Past is invigorated by the attack!
Yvilaith the orc summoner roars triumphantly.
Saving game...