










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!Possessor Bonus Class 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 29 / 52% |
| Size | medium |
| Lifes / Deaths | Killed by Zubiyamira the giant green ant at level 29 on the 5th Haze 122nd year of Ascendancy at 01:46 / 2Killed by Xerurialaith the luminous horror at level 29 on the 43rd Haze 122nd year of Ascendancy at 23:01 |
Primary Stats
| Strength | 26 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 67 (base 54) |
| Magic | 65 (base 60) |
| Willpower | 8 (base 10) |
| Cunning | 33 (base 15) |
Resources
| Life | -166/779 |
| Insanity | 24/100 |
| Steam | 100/100 |
| Vim | 212/212 |
| Healing Factor | 1.3607594936709 |
| Regeneration | 0.34018987341772 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
| See Stealth | 6 |
| See Invisible | 9 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 27 |
| Crit Chance | 25% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Darkness | +33% |
| Temporal | +10% |
| Cold | +12% |
| Lightning | +11% |
| Mind | +4% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Mind | +35% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 93.257005990805 (100%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 43 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 54%( 70%) |
| Blight | + 53%( 70%) |
| Arcane | + 47%( 70%) |
| Cold | + 62%( 70%) |
| All | + 44%( 70%) |
| Darkness | + 53%( 70%) |
| Temporal | + 46%( 70%) |
| Mind | + 48%( 70%) |
| Fire | + 60%( 70%) |
| Lightning | + 57%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Disarm Resistance | 80% |
| Confusion Resistance | 28% |
| Silence Resistance | 10% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| 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 399 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse 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 endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -582 life. The duration and life will increase by 1% for every 1% life you have lost (currently 715 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 704% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Demented / Madness | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Void | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Jinxed Touch |
| talent | Chaos Orbs |
| talent | Power Overwhelming |
| talent | Void Stars |
| talent | Twofold Curse |
| talent | Grand Oration |
| talent | Revelation |
| detrimental effect | The target is wasting away from entropic forces, taking 11 damage per turn. Entropic Wasting |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
| beneficial effect | Increases spell critical chance by 8%. At 5 stacks, next Nether spell is empowered. 4 Halo of Ruin |
| beneficial effect | The target is wide awake and has 50% resistance to sleep effects. Insomnia |
| beneficial effect | The target ignores pain, reducing all damage taken by 29%. Pain Suppression |
| detrimental effect | Blood and gore cover the target, dealing 59.94 darkness damage and 41.96 blight damage per disease. Dissolved Face |
| beneficial effect | The target has 20 increased saves and defense, 15% increased critical chance, and 9% chance to avoid all damage. 10 Jinx |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by Shardskin. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed warg claw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed ice ant stinger. * You've found the needed minotaur nose. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Arymikira the Sunscar (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +4 Fatigue: +3% Changes stats: +1 Str Changes resistances: +8% cold / +10% fire Critical mult.: +5.00% Only die when reaching: -80.00 life Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Polussra'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +3% temporal Mental save: +5 (+3 eff.) Disease immunity: +10% Silence immunity: +10% Pinning immunity: +20% Maximum life: +60.00 Light radius: +3 Infravision radius: +1 See stealth: +6 See invisible: +9 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. |
| On head | Fanged Collar Fanged Collar0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? |
| Tool | Yarulathayon [power 77] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 41% Changes stats: +1 Str Critical mult.: +15.00% It can be used to blast the opponent's mind dealing 77 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | GloriledhettaInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +5 Str / +3 Wil / +5 Con Changes resistances: +22% lightning Changes damage: +11% lightning Grants telepathy: Dragon Critical mult.: +10.00% Spell save: +3 (+1 eff.) Mental save: +6 (+3 eff.) Equilibrium when hit: +0.08 Rings can have magical properties. |
| On fingers | AshbrightCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Fatigue: -5% Changes stats: +6 Str / +5 Con Changes resistances: +18% fire Maximum encumbrance: +24 Mental save: +7 (+4 eff.) Confusion immunity: +28% Mindpower: +6 (+3 eff.) Rings can have magical properties. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Elenayaleg the Duskire (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +18 (+9 eff.) Maximum wards: +2 darkness Changes resistances penetration: +35% mind / +5% darkness Changes damage: +23% darkness Talents granted: +1 Command Staff +2 Ward Spellpower: +14 (+5 eff.) Spell crit. chance: +10% Damage Shield penetration: +12% Damage Shield Power: +8% Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves 'Islyvena' (0 def, 9 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +8 (+4 eff.) Armour: +9 Damage (Melee): 7 mind Changes resistances: +6% mind / +5% arcane Changes damage: +4% mind Talent granted: +3 Iron Grip Critical mult.: +10.00% Disarm immunity: +80% Only die when reaching: -80.00 life Maximum stamina: +30.00 When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Psychic Lobotomy (20% chance level 1). Damage (radius 2) on crit: +7 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | The Untouchable (14 def, 15 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +15 Armour Hardiness: +20% Defense: +14 (+7 eff.) Fatigue: +3% Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Cloak | cashmere cloak 'Tundrabright' (2 def, 8 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Damage when hit (Melee): 6 acid Changes stats: +3 Str / +3 Con Changes resistances: +3% acid / +24% cold Changes damage: +6% acid / +12% cold Physical save: +10 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Maximum life: +71.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
medical injector implant (efficiency 134% / cooldown 52%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 134% efficiency and cooldown mod of 52%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 103% / cooldown 63%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 103% efficiency and cooldown mod of 63%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 115% / cooldown 54%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 115% efficiency and cooldown mod of 54%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 8)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.0 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 12%; reduction 1; dur 10; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion 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 nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 1 each turn for 10 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Prismatic Rune (6 turns; temporal, physical, light, cold)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 temporal, 4 physical, 4 light, 5 cold It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
DuvadrarekInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str / +7 Dex Changes resistances: +16% lightning / +6% mind Stun/Freeze immunity: +26% Light radius: +3 Amulets can have magical properties. |
Gloribrenne the copper amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Armour: +4 Defense: +15 (+7 eff.) Changes stats: +3 Mag Stamina each turn: +3.00 Only die when reaching: -80.00 life Amulets can have magical properties. |
Tuledorin the copper amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +7% blight / +7% fire / +12% acid Critical mult.: +32.00% Spell save: +9 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +6 (+2 eff.) Damage Shield penetration: +30% Amulets can have magical properties. |
copper amulet 'Hathimatar'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Changes resistances: +10% cold / +11% fire Changes damage: +3% physical Critical mult.: +5.00% Only die when reaching: -40.00 life Maximum stamina: +20.00 Amulets can have magical properties. |
gold amulet 'Duraretir'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 4 acid Changes stats: +5 Cun Changes resistances: +6% blight / +6% fire / +3% temporal Cut immunity: +20% Amulets can have magical properties. |
Gorebringer the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +8 Changes stats: +5 Dex Changes resistances: +3% fire Changes resistances penetration: +10% nature Mental save: +12 (+5 eff.) Silence immunity: +20% Rings can have magical properties. |
Pitchspiker of the BlightspawnPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 15 Damage (Melee): 17 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 15 Damage (Ranged): 14 physical Changes stats: +5 Mag / +1 Wil / +3 Cun / +4 Con Changes resistances: +6% light / +15% darkness Changes resistances penetration: +5% light Blindness immunity: +30% Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Spellpower: +7 (+2 eff.) Infravision radius: +4 See stealth: +7 See invisible: +13 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
WoenaughtCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +25% darkness Changes damage: +12% darkness Physical save: +6 (+2 eff.) Pinning immunity: +20% Stun/Freeze immunity: +30% Knockback immunity: +20% Life regen: +4.00 Rings can have magical properties. |
copper ring 'Shadesmash'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness Changes resistances: +9% acid / +6% fire / +3% nature Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
gladiator's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +6 Str / +4 Con Rings can have magical properties. |
sneakthief's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Effects on melee hit: * 11% chance to reduce all saves and defense by 15 Damage (Melee): 10 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 15 Damage (Ranged): 12 physical Changes stats: +7 Cun / +5 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Gloompiety of the Blightspawn (19.5-25.35 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Netherblast (20% chance level 3). On weapon crit: * Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 Damage (radius 2) on crit: +4 cold When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +7 Physical crit. chance: +11.0% Defense: +8 (+4 eff.) Changes resistances: +3% acid / +3% fire / +6% light / +3% nature Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Disarm immunity: +34% Talent on hit(spell): Netherblast (20% chance level 3). Sharp, short and deadly. |
Swordbreaker (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+7 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level.Getadin the yew magestaff (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +10 (+4 eff.) Armour: +4 Changes stats: +6 Dex / +2 Con Changes resistances penetration: +25% physical Changes damage: +20% arcane / +3% physical Talent granted: +1 Command Staff Physical save: +9 (+3 eff.) Spellpower: +9 (+3 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Borezilantir' (19-22.8 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 19.0 - 22.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Damage when hit (Melee): 2 arcane Changes resistances: +2% physical Changes damage: +19% darkness Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +8 (+3 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Tugayon' (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+3 eff.) Physical crit. chance: +6.0% Physical power: +5 (+2 eff.) Armour: +7 Defense: +6 (+3 eff.) Damage when hit (Melee): 4 acid Maximum wards: +3 darkness Changes resistances penetration: +5% acid Changes damage: +9% acid / +15% darkness Talents granted: +1 Command Staff +2 Ward Spellpower: +12 (+4 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
Hurudor the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex Critical mult.: +5.00% Maximum life: +33.00 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Infravision radius: +1 A belt that goes around your waist. |
IvadannInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +8 Dex / +8 Cun / +14 Lck Changes resistances penetration: +20% blight Trap disarming bonus: +23 Stealth bonus: +18 Life regen: +0.80 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +2% Infravision radius: +8 Healing mod.: +15% A belt that goes around your waist. |
rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Anahek (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Dex / +2 Mag / +1 Wil / +4 Con Grants telepathy: Demon/Minor Demon/Major Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Oozesteel the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 41% Damage when hit (Melee): 4 mind Changes resistances penetration: +10% mind / +5% nature Changes damage: +9% nature / +3% darkness Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Stokepanic (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Mag Changes resistances: +3% darkness / +24% lightning Changes damage: +9% fire Stun/Freeze immunity: +40% Maximum life: +31.00 Infravision radius: +2 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe 'Hoyarand' (15 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +15 (+7 eff.) Damage when hit (Melee): 8 blight Changes stats: +3 Wil Changes resistances: +6% blight Critical mult.: +10.00% Life regen: +2.70 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +42.00 Healing mod.: +19% Damage Shield penetration: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven woollen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Wil Changes resistances: +6% lightning / +7% cold Changes damage: +6% lightning / +5% physical / +5% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blizzardwar (6 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +6 (+3 eff.) Fatigue: +2% Damage when hit (Melee): 6 cold Changes stats: +3 Dex Silence immunity: +25% Confusion immunity: +21% Stun/Freeze immunity: +21% Only die when reaching: -20.00 life Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Rhuregondur (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +5 Dex Changes damage: +3% temporal Spellpower: +4 (+1 eff.) Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Velassra' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +5 Wil / +1 Cun / +1 Con Changes resistances: +5% arcane Physical save: +11 (+4 eff.) Mental save: +10 (+5 eff.) Maximum life: +40.00 Maximum psi: +20.00 Mindpower: +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hellwreck the rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+6 eff.) Armour: +1 Changes stats: +2 Dex / +2 Con Changes resistances penetration: +15% fire Changes damage: +3% physical Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +24% Only die when reaching: -20.00 life When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +6 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bleakminister (6 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Fatigue: +6% Changes stats: +3 Dex Changes resistances: +6% darkness Changes resistances penetration: +5% darkness / +15% nature Changes damage: +9% darkness Knockback immunity: +10% Maximum life: +20.00 Movement speed: +20% A suit of armour made of leather. |
Medical Urgency Vest (6 def, 7 armour)Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Fatigue: +7% Talent granted: +1 Medical Urgency Vest Physical save: +15 (+5 eff.) This light leather armour features a special medical injector. |
enlightening hardened leather armour of the deep (9 def, 9 armour)Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +9 (+4 eff.) Fatigue: +8% Changes stats: +5 Cun / +4 Wil Changes resistances: +7% acid / +5% cold Allows you to breathe in: water Mental save: +13 (+6 eff.) A suit of armour made of leather. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
466 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 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. |
4 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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gleamream the dwarven-steel pickaxe (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +3 (+2 eff.) Armour penetration: +8 Changes stats: +4 Cun / +5 Str Changes resistances penetration: +15% temporal Changes damage: +6% light / +9% temporal Maximum life: +23.00 Maximum stamina: +21.00 Infravision radius: +4 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
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: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
Branukhad the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 arcane Critical mult.: +5.00% Mental save: +6 (+3 eff.) Pinning immunity: +10% Stun/Freeze immunity: +20% Spellpower: +6 (+2 eff.) Light radius: +3 See stealth: +6 See invisible: +6 Healing mod.: +10% 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(45 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 115% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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) Activation costs 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. |
6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By 2nd Law of Thermodynamics the Cornac Cultist of Entropy level 11
3rd Flare 122nd year of Ascendancy at 21:56 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By 2nd Law of Thermodynamics the Cornac Cultist of Entropy level 24
63rd Dusk 122nd year of Ascendancy at 04:10 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By 2nd Law of Thermodynamics the Cornac Cultist of Entropy level 10
5th Mirth 122nd year of Ascendancy at 17:30 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By 2nd Law of Thermodynamics the Cornac Cultist of Entropy level 20
30th Dusk 122nd year of Ascendancy at 14:02 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By 2nd Law of Thermodynamics the Cornac Cultist of Entropy level 21
38th Dusk 122nd year of Ascendancy at 11:23 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By 2nd Law of Thermodynamics the Cornac Cultist of Entropy level 29
5th Haze 122nd year of Ascendancy at 00:24 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By 2nd Law of Thermodynamics the Cornac Cultist of Entropy level 6
79th Pyre 122nd year of Ascendancy at 05:16 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By 2nd Law of Thermodynamics the Cornac Cultist of Entropy level 27
2nd Haze 122nd year of Ascendancy at 22:14 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By 2nd Law of Thermodynamics the Cornac Cultist of Entropy level 15
10th Dusk 122nd year of Ascendancy at 19:56 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By 2nd Law of Thermodynamics the Cornac Cultist of Entropy level 25
65th Dusk 122nd year of Ascendancy at 04:33 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By 2nd Law of Thermodynamics the Cornac Cultist of Entropy level 17
17th Dusk 122nd year of Ascendancy at 21:41 see stats
Log
Your shield crumbles under the damage!
The shield around 2nd Law of Thermodynamics crumbles.
2nd Law of Thermodynamics is suffering from insomnia.
2nd Law of Thermodynamics stops regenerating health quickly.
Talent Split is ready to use.
Nightmare from Glorath the banshee hits 2nd Law of Thermodynamics for 34 darkness damage.
Dissolved Face from Glorath the banshee hits 2nd Law of Thermodynamics for (3 absorbed), 40 darkness (40 total damage).
You feel a surge of power as a powerful creature falls nearby.
You feel a surge of power as a powerful creature falls nearby.
2nd Law of Thermodynamics uses Infusion: Wild.
2nd Law of Thermodynamics is cured!
2nd Law of Thermodynamics lessens the pain.
2nd Law of Thermodynamics shrugs off the effect 'Slow movement'!
2nd Law of Thermodynamics resists the pinning!
Brecklorn resists the pinning!
Glorath the banshee's pinning nature area effect hits Brecklorn for 18 nature damage.
Glorath the banshee's pinning nature area effect hits 2nd Law of Thermodynamics for 10 nature damage.
Xerurialaith the luminous horror's light area effect hits 2nd Law of Thermodynamics for 50 light damage.
2nd Law of Thermodynamics is free from the nightmare.
Xerurialaith the luminous horror is free from the prophecy.
Brecklorn is suffering from insomnia.
Bethassra the headless horror's Beyond the Flesh hits Iceblock for 35 physical damage.
Nihil from 2nd Law of Thermodynamics hits Brecklorn for 12 temporal damage.
Dissolved Face from Glorath the banshee hits Brecklorn for 48 darkness damage.
Nightmare from Glorath the banshee hits Brecklorn for 38 darkness damage.
Xerurialaith the luminous horror casts Dissolved Face.
Ariwen the storm drake hatchling shoots!
2nd Law of Thermodynamics loses 9 health to the entropy.
Saving game...

















































































































