










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! 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 | Yeek |
| Class | Writhing One |
| Level / Exp | 41 / 61% |
| Size | big |
| Lifes / Deaths | Killed by Emelalrathra the skeleton assassin at level 39 on the 74th Pyre 123rd year of Ascendancy at 08:22 / 2Killed by Ak'Gishil at level 41 on the 78th Pyre 123rd year of Ascendancy at 00:43 |
Primary Stats
| Strength | 65 (base 60) |
| Dexterity | 24 (base 16) |
| Constitution | 32 (base 29) |
| Magic | 66 (base 60) |
| Willpower | 19 (base 10) |
| Cunning | 29 (base 20) |
Resources
| Life | -301/1052 |
| Mana | 405/405 |
| Equilibrium | 0 |
| Insanity | 18/100 |
| Healing Factor | 1.7233663366337 |
| Regeneration | 6.1179504950497 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 12 |
| See Stealth | 28.430480566831 |
| See Invisible | 28.430480566831 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 154 |
| Accuracy | 54 |
| Crit Chance | 49% |
| APR | 11 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +44% |
| Blight | +44% |
| Arcane | +32% |
| Physical | +31% |
| All | +26% |
Offense: Damage Penetration
| Blight | 0% |
| Physical | +25% |
Defense: Base
| Armour (hardiness) | 40.36174050493 (96.694915254237%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 26 |
| Physical Save | 42 |
| Spell Save | 27 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 47%( 70%) |
| Blight | + 55%( 70%) |
| Physical | + 47%( 70%) |
| Cold | + 53%( 70%) |
| All | + 42%( 70%) |
| Darkness | + 51%( 70%) |
| Light | + 49%( 70%) |
| Mind | + 49%( 70%) |
| Fire | + 45%( 70%) |
| Nature | + 53%( 70%) |
Defense: Immunities
| Silence Resistance | 59% |
| Confusion Resistance | 100% |
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 0% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 20 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 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 478 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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 501% 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 492 damage for 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 209 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Chaos Orbs |
| talent | Chant of Fortitude |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
| detrimental effect | Huge cut that bleeds, doing 37.50 physical damage per turn. Bleeding |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+6). Continuum Destabilization |
| beneficial effect | 3 pustules increasing resistance by 6%. Putrescent Pustule |
| beneficial effect | Can walk through walls and quake every turn, 26% more damage and 26% more resistances. Overgrowth |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. You should bring it to the elders of Last Hope in the southeast. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by skeleton warrior. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Azatoth's Garden Gnome. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost anorithil from death by Porithra the black ooze. Escort: lost anorithil (level 1 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 577. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within3 lumberjacks have died. | done |
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 | Blazequencher (0 def, 1 armour) =undeterred=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 12 physical Changes stats: +1 Str / +4 Dex Changes resistances: +6% fire Physical save: +3 (+1 eff.) Silence immunity: +24% Confusion immunity: +22% Stun/Freeze immunity: +20% Healing mod.: +10% A pair of boots made of leather. |
| Light source | 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 23 power out of 53/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Tulynarihell the hardened leather cap (0 def, 3 armour) =main=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Con Changes resistances: +13% mind / +2% physical Physical save: +30 (+10 eff.) Mental save: +19 (+6 eff.) Confusion immunity: +29% Life regen: +0.40 Only die when reaching: -80.00 life A cap made of leather. |
| Tool | Baroregondil [power 46] (12 cooldown) =4 web 80 life=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Talent cooldown: Lay Web (-1 turn) Talent granted: +4 Lay Web Equilibrium when hit: +0.12 Only die when reaching: -80.00 life Maximum hate: +6.00 It can be used to harden the skin for 7 turns increasing armour by 46 and armour hardiness by 50%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +0.90 Maximum life: +55.00 Healing mod.: +16% Rings can have magical properties. |
| On fingers | Zuboriana the stralite ring =gloom, stun res=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 19 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 19 bleed Changes stats: +5 Cun / +6 Dex Changes resistances: +9% acid / +12% light / +3% blight Stun/Freeze immunity: +27% Life regen: +2.00 Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Mindpower: +2 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 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 56%. Rings can have magical properties. |
| Around waist | 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. |
| In main hand | Punae's Blade (46-64.4 power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Combat speed: +10% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
| On hands | Duvafang (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +13.0% Armour: +2 Changes stats: +4 Mag Changes damage: +6% arcane Critical mult.: +21.00% Spell save: +6 (+3 eff.) Maximum mana: +20.00 Spell crit. chance: +11% Mental crit. chance: +13% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Tarrerin the steel plate armour (4 def, 13 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +4.0% Armour: +13 Defense: +4 (+4 eff.) Fatigue: +22% Changes stats: +7 Str / +4 Con Changes resistances: +2% physical Changes resistances penetration: +25% physical Maximum life: +58.00 Maximum stamina: +10.00 A suit of armour made of metal plates. |
| Cloak | Wrap of Stone (0 def, 10 armour) =main=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 34 power out of 39/60) : Effective talent level: 1.2 Power cost: 34 out of 39/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 122.92 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | The Black Core =main=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
healing infusion of the warrior (heal 176)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 176 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. |
healing infusion of the wizard (heal 195)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 195 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic 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 duelist (+9 for 10 turns, die at -406)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: 26 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 9 for 10 turns. While Heroism is active, you will only die when reaching -406 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 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. |
heroism infusion of the psychic (+7 for 10 turns, die at -367)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: 35 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 7 for 10 turns. While Heroism is active, you will only die when reaching -367 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. 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 (493% 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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 493% 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 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 (408% 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: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 408% 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 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 (387% 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 387% 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 wizard (674% 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 674% 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 Magic 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 (heal 472 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: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 472 life over 5 turns. 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 duelist (heal 352 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: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 352 life over 5 turns. 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. |
This item will automatically be transmogrified when you leave the level.regeneration infusion of the psychic (heal 412 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: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 412 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. |
regeneration infusion of the sneak (heal 356 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: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 356 life over 5 turns. 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 warrior (heal 579 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: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 579 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.sun infusion of the warrior (rad 8; power 53; turns 4; dispels darkness) 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: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 26). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 53) for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 22%; 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: 22 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 22% for 6 turns. Also removes cross-tier effects of the affected types for free. 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. |
This item will automatically be transmogrified when you leave the level.acid wave rune (133 acid damage; disarm 5 turns with power 21) 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 133.32 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.acid wave rune of the duelist (182 acid damage; disarm 5 turns with power 36) 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: 20 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 182.12 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 36 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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 sneak (absorb 306 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: 18 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 306 damage for 4 turns. 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. |
shielding rune of the warrior (absorb 345 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: 20 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 345 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Bregiledir the BlindrotInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -16% Damage when hit (Melee): 12 arcane Changes stats: +15 Dex / +14 Cun / +14 Con Changes resistances: +21% light / +14% darkness Changes damage: +9% arcane / +6% light Blindness immunity: +33% Life regen: +1.90 Stamina each turn: +2.10 Light radius: +3 Movement speed: +20% Amulets can have magical properties. |
Breneruidas the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +4 (+1 eff.) Defense: +6 (+6 eff.) Changes stats: +4 Str / +3 Dex / +3 Con / +7 Lck Physical save: +9 (+3 eff.) Life regen: +0.60 Stamina each turn: +0.60 Maximum life: +34.00 Maximum stamina: +15.00 Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
WillowraptorInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +1 Wil Changes resistances: +11% cold / +16% fire / +3% mind / +3% nature Changes resistances penetration: +5% mind Mental save: +7 (+2 eff.) Confusion immunity: +11% Mindpower: +5 (+2 eff.) Amulets can have magical properties. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying stralite amulet of mastery (0.32 Wild-gift / Harmony)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +14% mind Talent mastery: +0.32 Wild-gift / Harmony Confusion immunity: +30% Amulets can have magical properties. |
grounding stralite amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +11% lightning Cut immunity: +50% Stun/Freeze immunity: +33% Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 133 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
insulating steel amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +10% cold / +14% fire Amulets can have magical properties. |
starlit stralite amulet of mastery (0.32 Demented / Beyond sanity)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +18% light / +14% darkness Talent mastery: +0.32 Demented / Beyond sanity Blindness immunity: +35% Amulets can have magical properties. |
steel amulet 'Delukor'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +3 Dex / +5 Wil Changes resistances: +3% mind Changes damage: +12% mind Grants telepathy: Demon/Minor Demon/Major Infravision radius: +3 Amulets can have magical properties. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Delerek the BoltqueenPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +1 Con Changes resistances penetration: +5% lightning Changes damage: +6% lightning Spell save: +10 (+5 eff.) Silence immunity: +20% Mana each turn: +0.10 Maximum stamina: +14.00 Spellpower: +7 (+3 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
Flashfear the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +15% lightning / +21% fire / +6% light / +12% darkness Changes damage: +6% light Stun/Freeze immunity: +25% Life regen: +1.60 Rings can have magical properties. |
Tarrolatharath the MurkfuryCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Dex Changes resistances: +9% nature Changes resistances penetration: +25% mind Changes damage: +9% nature / +18% mind Rings can have magical properties. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 12.18 cold and 12.67 physical damage (based on Willpower) each turn and knocking opponents back, costing 34 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 arcane / 20 nature Changes stats: +6 Cun / +8 Wil Changes resistances: +28% nature Changes damage: +14% nature Spell save: +30 (+14 eff.) Disarm immunity: +37% Pinning immunity: +29% Knockback immunity: +38% Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +25.00 Mindpower: +9 (+4 eff.) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-14 eff.) Spell save: -30 (-22 eff.) Mental save: -30 (-15 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
marksman's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Disarm immunity: +24% Pinning immunity: +25% Knockback immunity: +26% Maximum life: +28.00 Rings can have magical properties. |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings can have magical properties. |
titan's gold ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Mental save: +10 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. |
warrior's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Blindness immunity: +21% Infravision radius: +3 See stealth: +5 See invisible: +7 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Star (25-32.5 power, 20 apr) Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 25.0 - 32.5 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
This item will automatically be transmogrified when you leave the level.steel dagger of shearing (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +6 Changes resistances penetration: +6% physical Changes damage: +8% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.creative pulsing mindstar of resolve (12-13.2 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun / +5 Wil Critical mult.: +17.00% Physical save: +5 (+1 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+6 eff.) Spellpower: +20 (+7 eff.) Spell crit. chance: +10% It can be used to absorb energies, costing 554 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
This item will automatically be transmogrified when you leave the level.potent elven-wood magestaff of might (31-37.2 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 31.0 - 37.2 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +31% cold Talent granted: +1 Command Staff Spellpower: +16 (+6 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.short yew vilestaff of projection (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +6% It can be used to project a bolt elemental energy from the staff (to range 8) dealing 82.83 to 99.39 darkness damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Erelyhell the Charcut (33-46.2 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 111% On weapon hit: * 40% chance to cause random gloom When wielded/worn: Accuracy: +19 (+6 eff.) Armour penetration: +12 Damage when hit (Melee): 4 fire Changes stats: +3 Str / +5 Dex Changes resistances: +6% fire Changes resistances penetration: +9% physical Changes damage: +6% mind / +16% physical Stamina when hit: +1.30 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.plaguebringer's dwarven-steel waraxe (22.5-31.5 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.5 - 31.5 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 10% chance to disease Damage (Melee): +8 blight When wielded/worn: Disease immunity: +20% One-handed war axes. |
Elybrevea the BilestokerInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Str / +8 Dex / +4 Wil / +9 Cun / +2 Con Changes resistances penetration: +15% nature Changes damage: +12% nature Physical save: +16 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +24 (+8 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +8% A belt that goes around your waist. |
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 (+10 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+3 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 6 power out of 25/25) : Effective talent level: 3.0 Power cost: 6 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 28 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. |
Lavaumbra (20 def, 3 armour) =80 life=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Defense: +20 (+16 eff.) Ranged Defense: +9 (+9 eff.) Fatigue: +2% Changes resistances penetration: +10% fire Physical save: +12 (+4 eff.) Life regen: +1.00 Only die when reaching: -80.00 life Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Olomablek the pair of iron boots (0 def, 13 armour) =damage, healmod, armor=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +13 Fatigue: +2% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Str / +5 Con Changes damage: +15% physical Healing mod.: +10% It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dayfame the hardened leather gloves (0 def, 6 armour) =armor, acc main=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +6 Changes stats: +4 Dex Changes resistances: +3% lightning / +6% temporal / +12% light Changes resistances penetration: +10% light Changes damage: +3% light Silence immunity: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Rhylathagen the rough leather gloves (0 def, 1 armour) =20 hm=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +4 (+1 eff.) Armour: +1 Damage (Melee): 6 fire Changes resistances: +6% fire Changes damage: +3% fire Healing mod.: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's rough leather gloves of dispersion (0 def, 1 armour) =dispersion=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 4 acid / 3 fire / 3 cold / 5 arcane / 3 lightning Changes stats: +6 Wil / +7 Mag Changes resistances: +4% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Beerig (9 def, 5 armour) =dmg=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +5 Defense: +9 (+9 eff.) Ranged Defense: +9 (+9 eff.) Fatigue: +5% Changes stats: +1 Str Changes damage: +12% physical Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Infused Cerebrum (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+8 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+4 eff.) Mindpower: +12 (+6 eff.) It can be used to assault the mind of a foe to utterly dominate it, costing 56 power out of 150/150. This headwear seems made entirely out of half rotten brain matter. Do you really want to put that over your head? |
Layeseldamina (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +5 Dex / +11 Con Critical mult.: +15.00% Physical save: +9 (+3 eff.) Maximum stamina: +10.00 A cap made of leather. |
Toruromirion (0 def, 3 armour) =mental save=Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +3 Wil Critical mult.: +10.00% Mental save: +48 (+16 eff.) Mindpower: +12 (+6 eff.) Mental crit. chance: +3% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yvorata (9 def, 1 armour) =5 str 20hm=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +1 Defense: +9 (+9 eff.) Ranged Defense: +9 (+9 eff.) Fatigue: +1% Changes stats: +5 Str / +1 Dex Life regen: +0.60 Healing mod.: +20% A cap made of leather. |
hardened leather cap of the depths (0 def, 3 armour) =wb=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +13% cold Allows you to breathe in: water A cap made of leather. |
iron helm 'Glimmerire' (0 def, 3 armour) =blind=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to blind Changes stats: +2 Str / +3 Con Changes resistances penetration: +5% light / +5% fire Changes damage: +6% light Light radius: +2 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.rejuvenating stralite mail armour of acid resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+4 eff.) Fatigue: +16% Changes resistances: +21% acid Life regen: +3.20 Stamina each turn: +1.30 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.quiver of elven-wood arrows of persecution (20/20, 45.5-63.7 power, 14 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 45.5 - 63.7 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 20 On weapon hit: * disrupts spell-casting Damage against: +21% Unnatural Arrows are used with bows to pierce your foes to death. |
520 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. |
3 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. |
4 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 (68 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
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)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 (3/3)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 112 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 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. |
quiet steel torque of psychoportation [power 27] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence It can be used to teleport randomly (rad 27), putting all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
natural elven-wood totem of healing [power 185] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal a target within range 6 (based on Willpower) for 185, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 11 equilibrium. Natural totems are made by powerful wilders to store nature power. |
yew totem of cure ailments 'Dawnsorrow' [power 2] (6 cooldown) =30 blind 4 rushing claws=Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 arcane Changes damage: +3% arcane / +6% light Talent cooldown: Rushing Claws (-2 turns) Talent granted: +4 Rushing Claws 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 6 turns. Natural totems are made by powerful wilders to store nature power. |
2 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. |
Phoenixkiss [power 38] (9 cooldown) =tel dragon, mental save=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +3 Cun Maximum wards: +2 lightning / +2 temporal / +2 blight / +2 fire / +3 cold Changes resistances penetration: +25% fire Grants telepathy: Dragon Talent granted: +1 Ward Mental save: +30 (+10 eff.) Hate when firing a critical mind attack: +3.00 It can be used to disarm traps (38 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of clairvoyance 'Xutira' [power 10] (4 cooldown) =20hm=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +5% physical / +5% arcane / +9% temporal Life regen: +0.40 Healing mod.: +20% It can be used to reveal the area around you, dispelling darkness (radius 10, power 71 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 17 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. |
5 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. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Azatoth's Garden Gnome the Yeek Writhing One level 36
63rd Pyre 123rd year of Ascendancy at 05:25 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Azatoth's Garden Gnome the Yeek Writhing One level 23
1st Decay 122nd year of Ascendancy at 09:37 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Azatoth's Garden Gnome the Yeek Writhing One level 12
10th Dusk 122nd year of Ascendancy at 19:43 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Azatoth's Garden Gnome the Yeek Writhing One level 38
70th Pyre 123rd year of Ascendancy at 01:47 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Azatoth's Garden Gnome the Yeek Writhing One level 30
45th Regrowth 123rd year of Ascendancy at 00:26 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Azatoth's Garden Gnome the Yeek Writhing One level 23
6th Decay 122nd year of Ascendancy at 19:21 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Azatoth's Garden Gnome the Yeek Writhing One level 33
36th Pyre 123rd year of Ascendancy at 23:11 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Azatoth's Garden Gnome the Yeek Writhing One level 27
15th Regrowth 123rd year of Ascendancy at 03:22 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Azatoth's Garden Gnome the Yeek Writhing One level 10
3rd Dusk 122nd year of Ascendancy at 20:04 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Azatoth's Garden Gnome the Yeek Writhing One level 20
15th Haze 122nd year of Ascendancy at 02:35 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Azatoth's Garden Gnome the Yeek Writhing One level 30
44th Regrowth 123rd year of Ascendancy at 07:53 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Azatoth's Garden Gnome the Yeek Writhing One level 40
74th Pyre 123rd year of Ascendancy at 17:57 see stats
Look at me, I'm playing a roguelike! (Insane (Roguelike) difficulty)
Linked yourself in the in-game chat.By Azatoth's Garden Gnome the Yeek Writhing One level 18
32nd Dusk 122nd year of Ascendancy at 09:19 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Azatoth's Garden Gnome the Yeek Writhing One level 19
64th Dusk 122nd year of Ascendancy at 02:01 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Azatoth's Garden Gnome the Yeek Writhing One level 30
45th Regrowth 123rd year of Ascendancy at 00:11 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Azatoth's Garden Gnome the Yeek Writhing One level 36
63rd Pyre 123rd year of Ascendancy at 05:25 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Azatoth's Garden Gnome the Yeek Writhing One level 9
4th Flare 122nd year of Ascendancy at 08:29 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Azatoth's Garden Gnome the Yeek Writhing One level 36
63rd Pyre 123rd year of Ascendancy at 05:25 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Azatoth's Garden Gnome the Yeek Writhing One level 9
6th Flare 122nd year of Ascendancy at 02:44 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Azatoth's Garden Gnome the Yeek Writhing One level 27
14th Regrowth 123rd year of Ascendancy at 01:04 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Azatoth's Garden Gnome the Yeek Writhing One level 18
45th Dusk 122nd year of Ascendancy at 01:56 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Azatoth's Garden Gnome the Yeek Writhing One level 39
74th Pyre 123rd year of Ascendancy at 08:22 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Azatoth's Garden Gnome the Yeek Writhing One level 40
75th Pyre 123rd year of Ascendancy at 23:45 see stats
Log
Ak'Gishil hits Azatoth's Garden Gnome for 17 physical, 25 physical, 28 temporal (71 total damage).
Ak'Gishil uses Razor Knife.
Bleeding from Ak'Gishil hits Azatoth's Garden Gnome for 22 physical damage.
Ak'Gishil hits Azatoth's Garden Gnome for 189 physical damage.
Kinetic Aura hits Azatoth's Garden Gnome for 35 physical damage.
Bleeding from Azatoth's Garden Gnome hits Ak'Gishil for (11 to psi shield), 2 physical (2 total damage).
Azatoth's Garden Gnome casts Shed Skin.
A shield forms around Azatoth's Garden Gnome.
Azatoth's Garden Gnome performs a melee critical strike against Ak'Gishil!
Ak'Gishil shrugs off the critical damage!
Ak'Gishil hits Azatoth's Garden Gnome for (21 absorbed), 0 physical, (21 absorbed), 0 physical (0 total damage).
Azatoth's Garden Gnome hits Ak'Gishil for (143 to psi shield), 23 physical, (3 to psi shield), 1 physical, (105 to psi shield), 17 darkness, (3 to psi shield), 1 physical (42 total damage).
Azatoth's Garden Gnome hits Ak'Gishil for (12 to psi shield), 2 physical (2 total damage).
Ak'Gishil hits Azatoth's Garden Gnome for (17 absorbed), 0 physical, (24 absorbed), 0 physical, (26 absorbed), 0 temporal (0 total damage).
Ak'Gishil casts Consume Soul.
Ak'Gishil receives 421 healing.
Azatoth's Garden Gnome speeds up.
Bleeding from Ak'Gishil hits Azatoth's Garden Gnome for (22 absorbed), 0 physical (0 total damage).
Your shield crumbles under the damage!
The shield around Azatoth's Garden Gnome crumbles.
Kinetic Aura hits Azatoth's Garden Gnome for (24 absorbed), 10 physical (10 total damage).
Bleeding from Azatoth's Garden Gnome hits Ak'Gishil for (15 to psi shield), 2 physical (2 total damage).
Animated Sword casts Dimensional Step.
Azatoth's Garden Gnome resists Animated Sword's space-time folding!
Ak'Gishil uses Knife Storm.
Azatoth's Garden Gnome is moving less freely.
Bleeding from Ak'Gishil hits Azatoth's Garden Gnome for 21 physical damage.
Saving game...



















































































































